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https://github.com/dcs-retribution/dcs-retribution.git
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Previously the only difference between these was the objective type: TARCAP was for front lines and BARCAP was for everything else. Now BARCAP is for friendly areas and TARCAP is for enemy areas. The practical difference between the two is that a TARCAP package is like the old front line CAP in that it will adjust its patrol time to match the package if it can, and it will also arrive two minutes ahead of the rest of the package to clear the area if needed.
285 lines
8.7 KiB
Python
285 lines
8.7 KiB
Python
from __future__ import annotations
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import itertools
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from typing import List, TYPE_CHECKING
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from dcs.mapping import Point
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from dcs.unit import Unit
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from dcs.unitgroup import Group
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if TYPE_CHECKING:
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from .controlpoint import ControlPoint
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from .missiontarget import MissionTarget
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NAME_BY_CATEGORY = {
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"power": "Power plant",
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"ammo": "Ammo depot",
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"fuel": "Fuel depot",
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"aa": "AA Defense Site",
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"ware": "Warehouse",
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"farp": "FARP",
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"fob": "FOB",
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"factory": "Factory",
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"comms": "Comms. tower",
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"oil": "Oil platform",
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"derrick": "Derrick",
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"ww2bunker": "Bunker",
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"village": "Village",
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"allycamp": "Camp",
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"EWR":"EWR",
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}
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ABBREV_NAME = {
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"power": "PLANT",
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"ammo": "AMMO",
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"fuel": "FUEL",
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"aa": "AA",
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"ware": "WARE",
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"farp": "FARP",
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"fob": "FOB",
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"factory": "FACTORY",
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"comms": "COMMST",
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"oil": "OILP",
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"derrick": "DERK",
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"ww2bunker": "BUNK",
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"village": "VLG",
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"allycamp": "CMP",
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}
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CATEGORY_MAP = {
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# Special cases
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"CARRIER": ["CARRIER"],
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"LHA": ["LHA"],
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"aa": ["AA"],
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# Buildings
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"power": ["Workshop A", "Electric power box", "Garage small A", "Farm B", "Repair workshop", "Garage B"],
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"ware": ["Warehouse", "Hangar A"],
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"fuel": ["Tank", "Tank 2", "Tank 3", "Fuel tank"],
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"ammo": [".Ammunition depot", "Hangar B"],
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"farp": ["FARP Tent", "FARP Ammo Dump Coating", "FARP Fuel Depot", "FARP Command Post", "FARP CP Blindage"],
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"fob": ["Bunker 2", "Bunker 1", "Garage small B", ".Command Center", "Barracks 2"],
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"factory": ["Tech combine", "Tech hangar A"],
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"comms": ["TV tower", "Comms tower M"],
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"oil": ["Oil platform"],
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"derrick": ["Oil derrick", "Pump station", "Subsidiary structure 2"],
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"ww2bunker": ["Siegfried Line", "Fire Control Bunker", "SK_C_28_naval_gun", "Concertina Wire", "Czech hedgehogs 1"],
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"village": ["Small house 1B", "Small House 1A", "Small warehouse 1"],
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"allycamp": [],
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}
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class TheaterGroundObject(MissionTarget):
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def __init__(self, name: str, category: str, group_id: int, position: Point,
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heading: int, control_point: ControlPoint, dcs_identifier: str,
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airbase_group: bool, sea_object: bool) -> None:
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super().__init__(name, position)
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self.category = category
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self.group_id = group_id
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self.heading = heading
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self.control_point = control_point
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self.dcs_identifier = dcs_identifier
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self.airbase_group = airbase_group
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self.sea_object = sea_object
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self.is_dead = False
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# TODO: There is never more than one group.
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self.groups: List[Group] = []
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@property
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def units(self) -> List[Unit]:
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"""
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:return: all the units at this location
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"""
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return list(itertools.chain.from_iterable([g.units for g in self.groups]))
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@property
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def group_name(self) -> str:
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"""The name of the unit group."""
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return f"{self.category}|{self.group_id}"
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def __str__(self) -> str:
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return NAME_BY_CATEGORY[self.category]
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def is_same_group(self, identifier: str) -> bool:
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return self.group_id == identifier
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@property
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def obj_name(self) -> str:
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return self.name
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@property
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def faction_color(self) -> str:
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return "BLUE" if self.control_point.captured else "RED"
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def is_friendly(self, to_player: bool) -> bool:
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return not self.control_point.is_friendly(to_player)
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class BuildingGroundObject(TheaterGroundObject):
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def __init__(self, name: str, category: str, group_id: int, object_id: int,
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position: Point, heading: int, control_point: ControlPoint,
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dcs_identifier: str) -> None:
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super().__init__(
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name=name,
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category=category,
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group_id=group_id,
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position=position,
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heading=heading,
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control_point=control_point,
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dcs_identifier=dcs_identifier,
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airbase_group=False,
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sea_object=False
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)
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self.object_id = object_id
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@property
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def group_name(self) -> str:
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"""The name of the unit group."""
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return f"{self.category}|{self.group_id}|{self.object_id}"
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class GenericCarrierGroundObject(TheaterGroundObject):
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pass
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# TODO: Why is this both a CP and a TGO?
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class CarrierGroundObject(GenericCarrierGroundObject):
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def __init__(self, name: str, group_id: int,
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control_point: ControlPoint) -> None:
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super().__init__(
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name=name,
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category="CARRIER",
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group_id=group_id,
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position=control_point.position,
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heading=0,
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control_point=control_point,
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dcs_identifier="CARRIER",
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airbase_group=True,
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sea_object=True
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)
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@property
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def group_name(self) -> str:
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# Prefix the group names with the side color so Skynet can find them,
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# add to EWR.
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return f"{self.faction_color}|EWR|{super().group_name}"
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# TODO: Why is this both a CP and a TGO?
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class LhaGroundObject(GenericCarrierGroundObject):
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def __init__(self, name: str, group_id: int,
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control_point: ControlPoint) -> None:
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super().__init__(
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name=name,
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category="LHA",
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group_id=group_id,
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position=control_point.position,
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heading=0,
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control_point=control_point,
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dcs_identifier="LHA",
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airbase_group=True,
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sea_object=True
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)
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@property
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def group_name(self) -> str:
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# Prefix the group names with the side color so Skynet can find them,
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# add to EWR.
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return f"{self.faction_color}|EWR|{super().group_name}"
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class MissileSiteGroundObject(TheaterGroundObject):
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def __init__(self, name: str, group_id: int, position: Point,
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control_point: ControlPoint) -> None:
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super().__init__(
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name=name,
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category="aa",
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group_id=group_id,
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position=position,
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heading=0,
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control_point=control_point,
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dcs_identifier="AA",
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airbase_group=False,
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sea_object=False
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)
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class BaseDefenseGroundObject(TheaterGroundObject):
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"""Base type for all base defenses."""
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# TODO: Differentiate types.
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# This type gets used both for AA sites (SAM, AAA, or SHORAD) but also for the
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# armor garrisons at airbases. These should each be split into their own types.
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class SamGroundObject(BaseDefenseGroundObject):
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def __init__(self, name: str, group_id: int, position: Point,
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control_point: ControlPoint, for_airbase: bool) -> None:
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super().__init__(
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name=name,
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category="aa",
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group_id=group_id,
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position=position,
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heading=0,
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control_point=control_point,
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dcs_identifier="AA",
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airbase_group=for_airbase,
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sea_object=False
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)
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# Set by the SAM unit generator if the generated group is compatible
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# with Skynet.
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self.skynet_capable = False
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@property
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def group_name(self) -> str:
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if self.skynet_capable:
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# Prefix the group names of SAM sites with the side color so Skynet
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# can find them.
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return f"{self.faction_color}|SAM|{self.group_id}"
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else:
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return super().group_name
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class EwrGroundObject(BaseDefenseGroundObject):
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def __init__(self, name: str, group_id: int, position: Point,
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control_point: ControlPoint) -> None:
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super().__init__(
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name=name,
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category="EWR",
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group_id=group_id,
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position=position,
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heading=0,
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control_point=control_point,
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dcs_identifier="EWR",
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airbase_group=True,
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sea_object=False
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)
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@property
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def group_name(self) -> str:
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# Prefix the group names with the side color so Skynet can find them.
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return f"{self.faction_color}|{super().group_name}"
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class ShipGroundObject(TheaterGroundObject):
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def __init__(self, name: str, group_id: int, position: Point,
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control_point: ControlPoint) -> None:
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super().__init__(
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name=name,
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category="aa",
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group_id=group_id,
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position=position,
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heading=0,
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control_point=control_point,
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dcs_identifier="AA",
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airbase_group=False,
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sea_object=True
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)
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@property
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def group_name(self) -> str:
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# Prefix the group names with the side color so Skynet can find them,
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# add to EWR.
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return f"{self.faction_color}|EWR|{super().group_name}"
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