mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
The introduction of factories broke every existing campaign so we don't need to keep support for the ancient formats any more.
776 lines
25 KiB
Python
776 lines
25 KiB
Python
from __future__ import annotations
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import logging
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import pickle
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import random
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from dataclasses import dataclass
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from datetime import datetime
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from typing import Any, Dict, Iterable, List, Optional, Set
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from dcs.mapping import Point
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from dcs.task import CAP, CAS, PinpointStrike
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from dcs.vehicles import AirDefence
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from game import Game, db
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from game.factions.faction import Faction
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from game.theater import Carrier, Lha, LocationType, PointWithHeading
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from game.theater.theatergroundobject import (
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BuildingGroundObject,
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CarrierGroundObject,
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EwrGroundObject,
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FactoryGroundObject,
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LhaGroundObject,
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MissileSiteGroundObject,
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SamGroundObject,
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ShipGroundObject,
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VehicleGroupGroundObject,
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CoastalSiteGroundObject,
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)
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from game.version import VERSION
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from gen import namegen
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from gen.coastal.coastal_group_generator import generate_coastal_group
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from gen.defenses.armor_group_generator import generate_armor_group
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from gen.fleet.ship_group_generator import (
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generate_carrier_group,
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generate_lha_group,
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generate_ship_group,
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)
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from gen.missiles.missiles_group_generator import generate_missile_group
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from gen.sam.airdefensegroupgenerator import AirDefenseRange
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from gen.sam.sam_group_generator import generate_anti_air_group
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from gen.sam.ewr_group_generator import generate_ewr_group
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from . import (
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ConflictTheater,
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ControlPoint,
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ControlPointType,
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Fob,
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OffMapSpawn,
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)
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from ..settings import Settings
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GroundObjectTemplates = Dict[str, Dict[str, Any]]
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UNIT_VARIETY = 6
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UNIT_AMOUNT_FACTOR = 16
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UNIT_COUNT_IMPORTANCE_LOG = 1.3
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COUNT_BY_TASK = {
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PinpointStrike: 12,
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CAP: 8,
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CAS: 4,
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AirDefence: 1,
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}
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@dataclass(frozen=True)
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class GeneratorSettings:
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start_date: datetime
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player_budget: int
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enemy_budget: int
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midgame: bool
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inverted: bool
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no_carrier: bool
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no_lha: bool
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no_player_navy: bool
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no_enemy_navy: bool
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class GameGenerator:
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def __init__(
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self,
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player: str,
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enemy: str,
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theater: ConflictTheater,
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settings: Settings,
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generator_settings: GeneratorSettings,
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) -> None:
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self.player = player
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self.enemy = enemy
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self.theater = theater
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self.settings = settings
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self.generator_settings = generator_settings
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def generate(self) -> Game:
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# Reset name generator
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namegen.reset()
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self.prepare_theater()
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game = Game(
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player_name=self.player,
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enemy_name=self.enemy,
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theater=self.theater,
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start_date=self.generator_settings.start_date,
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settings=self.settings,
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player_budget=self.generator_settings.player_budget,
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enemy_budget=self.generator_settings.enemy_budget,
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)
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GroundObjectGenerator(game, self.generator_settings).generate()
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game.settings.version = VERSION
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return game
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def prepare_theater(self) -> None:
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to_remove: List[ControlPoint] = []
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# Auto-capture half the bases if midgame.
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if self.generator_settings.midgame:
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control_points = self.theater.controlpoints
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for control_point in control_points[: len(control_points) // 2]:
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control_point.captured = True
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# Remove carrier and lha, invert situation if needed
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for cp in self.theater.controlpoints:
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if isinstance(cp, Carrier) and self.generator_settings.no_carrier:
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to_remove.append(cp)
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elif isinstance(cp, Lha) and self.generator_settings.no_lha:
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to_remove.append(cp)
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if self.generator_settings.inverted:
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cp.captured = cp.captured_invert
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# do remove
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for cp in to_remove:
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self.theater.controlpoints.remove(cp)
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# TODO: Fix this. This captures all bases for blue.
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# reapply midgame inverted if needed
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if self.generator_settings.midgame and self.generator_settings.inverted:
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for i, cp in enumerate(reversed(self.theater.controlpoints)):
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if i > len(self.theater.controlpoints):
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break
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else:
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cp.captured = True
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class LocationFinder:
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def __init__(self, control_point: ControlPoint) -> None:
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self.control_point = control_point
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def location_for(self, location_type: LocationType) -> Optional[PointWithHeading]:
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position = self.control_point.preset_locations.random_for(location_type)
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if position is not None:
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return position
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logging.warning(
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f"No campaign location for %s at %s",
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location_type.value,
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self.control_point,
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)
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return None
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class ControlPointGroundObjectGenerator:
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def __init__(
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self,
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game: Game,
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generator_settings: GeneratorSettings,
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control_point: ControlPoint,
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) -> None:
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self.game = game
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self.generator_settings = generator_settings
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self.control_point = control_point
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self.location_finder = LocationFinder(control_point)
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@property
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def faction_name(self) -> str:
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if self.control_point.captured:
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return self.game.player_name
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else:
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return self.game.enemy_name
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@property
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def faction(self) -> Faction:
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return db.FACTIONS[self.faction_name]
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def generate(self) -> bool:
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self.control_point.connected_objectives = []
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if self.faction.navy_generators:
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# Even airbases can generate navies if they are close enough to the
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# water. This is not controlled by the control point definition, but
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# rather by whether or not the generator can find a valid position
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# for the ship.
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self.generate_navy()
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return True
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def generate_navy(self) -> None:
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skip_player_navy = self.generator_settings.no_player_navy
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if self.control_point.captured and skip_player_navy:
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return
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skip_enemy_navy = self.generator_settings.no_enemy_navy
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if not self.control_point.captured and skip_enemy_navy:
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return
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for _ in range(self.faction.navy_group_count):
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self.generate_ship()
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def generate_ship(self) -> None:
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point = self.location_finder.location_for(LocationType.OffshoreStrikeTarget)
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if point is None:
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return
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group_id = self.game.next_group_id()
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g = ShipGroundObject(
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namegen.random_objective_name(), group_id, point, self.control_point
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)
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group = generate_ship_group(self.game, g, self.faction_name)
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g.groups = []
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if group is not None:
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g.groups.append(group)
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self.control_point.connected_objectives.append(g)
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class NoOpGroundObjectGenerator(ControlPointGroundObjectGenerator):
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def generate(self) -> bool:
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return True
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class CarrierGroundObjectGenerator(ControlPointGroundObjectGenerator):
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def generate(self) -> bool:
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if not super().generate():
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return False
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carrier_names = self.faction.carrier_names
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if not carrier_names:
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logging.info(
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f"Skipping generation of {self.control_point.name} because "
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f"{self.faction_name} has no carriers"
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)
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return False
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# Create ground object group
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group_id = self.game.next_group_id()
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g = CarrierGroundObject(
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namegen.random_objective_name(), group_id, self.control_point
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)
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group = generate_carrier_group(self.faction_name, self.game, g)
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g.groups = []
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if group is not None:
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g.groups.append(group)
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self.control_point.connected_objectives.append(g)
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self.control_point.name = random.choice(carrier_names)
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return True
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class LhaGroundObjectGenerator(ControlPointGroundObjectGenerator):
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def generate(self) -> bool:
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if not super().generate():
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return False
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lha_names = self.faction.helicopter_carrier_names
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if not lha_names:
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logging.info(
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f"Skipping generation of {self.control_point.name} because "
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f"{self.faction_name} has no LHAs"
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)
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return False
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# Create ground object group
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group_id = self.game.next_group_id()
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g = LhaGroundObject(
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namegen.random_objective_name(), group_id, self.control_point
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)
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group = generate_lha_group(self.faction_name, self.game, g)
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g.groups = []
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if group is not None:
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g.groups.append(group)
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self.control_point.connected_objectives.append(g)
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self.control_point.name = random.choice(lha_names)
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return True
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class BaseDefenseGenerator:
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def __init__(self, game: Game, control_point: ControlPoint) -> None:
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self.game = game
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self.control_point = control_point
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self.location_finder = LocationFinder(control_point)
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@property
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def faction_name(self) -> str:
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if self.control_point.captured:
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return self.game.player_name
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else:
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return self.game.enemy_name
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@property
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def faction(self) -> Faction:
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return db.FACTIONS[self.faction_name]
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def generate(self) -> None:
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self.generate_ewr()
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self.generate_garrison()
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self.generate_base_defenses()
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def generate_ewr(self) -> None:
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position = self.location_finder.location_for(LocationType.Ewr)
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if position is None:
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return
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group_id = self.game.next_group_id()
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g = EwrGroundObject(
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namegen.random_objective_name(),
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group_id,
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position,
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self.control_point,
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True,
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)
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group = generate_ewr_group(self.game, g, self.faction)
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if group is None:
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logging.error(f"Could not generate EWR at {self.control_point}")
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return
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g.groups = [group]
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self.control_point.base_defenses.append(g)
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def generate_base_defenses(self) -> None:
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# First group has a 1/2 chance of being a SAM, 1/6 chance of SHORAD,
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# and a 1/6 chance of a garrison.
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#
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# Further groups have a 1/3 chance of being SHORAD and 2/3 chance of
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# being a garrison.
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for i in range(random.randint(2, 5)):
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if i == 0 and random.randint(0, 1) == 0:
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self.generate_sam()
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elif random.randint(0, 2) == 1:
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self.generate_shorad()
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else:
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self.generate_garrison()
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def generate_garrison(self) -> None:
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position = self.location_finder.location_for(LocationType.Garrison)
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if position is None:
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return
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group_id = self.game.next_group_id()
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g = VehicleGroupGroundObject(
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namegen.random_objective_name(),
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group_id,
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position,
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self.control_point,
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for_airbase=True,
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)
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group = generate_armor_group(self.faction_name, self.game, g)
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if group is None:
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logging.error(f"Could not generate garrison at {self.control_point}")
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return
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g.groups.append(group)
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self.control_point.base_defenses.append(g)
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def generate_sam(self) -> None:
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position = self.location_finder.location_for(LocationType.BaseAirDefense)
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if position is None:
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return
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group_id = self.game.next_group_id()
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g = SamGroundObject(
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namegen.random_objective_name(),
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group_id,
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position,
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self.control_point,
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for_airbase=True,
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)
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groups = generate_anti_air_group(self.game, g, self.faction)
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if not groups:
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logging.error(f"Could not generate SAM at {self.control_point}")
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return
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g.groups = groups
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self.control_point.base_defenses.append(g)
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def generate_shorad(self) -> None:
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position = self.location_finder.location_for(LocationType.BaseAirDefense)
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if position is None:
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return
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group_id = self.game.next_group_id()
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g = SamGroundObject(
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namegen.random_objective_name(),
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group_id,
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position,
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self.control_point,
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for_airbase=True,
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)
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groups = generate_anti_air_group(
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self.game, g, self.faction, ranges=[{AirDefenseRange.Short}]
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)
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if not groups:
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logging.error(f"Could not generate SHORAD group at {self.control_point}")
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return
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g.groups = groups
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self.control_point.base_defenses.append(g)
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class FobDefenseGenerator(BaseDefenseGenerator):
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def generate(self) -> None:
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self.generate_garrison()
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self.generate_fob_defenses()
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def generate_fob_defenses(self):
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# First group has a 1/2 chance of being a SHORAD,
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# and a 1/2 chance of a garrison.
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#
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# Further groups have a 1/3 chance of being SHORAD and 2/3 chance of
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# being a garrison.
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for i in range(random.randint(2, 5)):
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if i == 0 and random.randint(0, 1) == 0:
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self.generate_shorad()
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elif i == 0 and random.randint(0, 1) == 0:
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self.generate_garrison()
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elif random.randint(0, 2) == 1:
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self.generate_shorad()
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else:
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self.generate_garrison()
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class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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def __init__(
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self,
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game: Game,
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generator_settings: GeneratorSettings,
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control_point: ControlPoint,
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templates: GroundObjectTemplates,
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) -> None:
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super().__init__(game, generator_settings, control_point)
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self.templates = templates
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def generate(self) -> bool:
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if not super().generate():
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return False
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BaseDefenseGenerator(self.game, self.control_point).generate()
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self.generate_ground_points()
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if self.faction.missiles:
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self.generate_missile_sites()
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if self.faction.coastal_defenses:
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self.generate_coastal_sites()
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return True
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def generate_ground_points(self) -> None:
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"""Generate ground objects and AA sites for the control point."""
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skip_sams = self.generate_required_aa()
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skip_ewrs = self.generate_required_ewr()
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self.generate_factories()
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if self.control_point.is_global:
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return
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# Always generate at least one AA point.
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self.generate_aa_site()
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# And between 2 and 7 other objectives.
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amount = random.randrange(2, 7)
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for i in range(amount):
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# 1 in 4 additional objectives are AA.
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if random.randint(0, 3) == 0:
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if skip_sams > 0:
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skip_sams -= 1
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else:
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self.generate_aa_site()
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# 1 in 4 additional objectives are EWR.
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elif random.randint(0, 3) == 0:
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if skip_ewrs > 0:
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skip_ewrs -= 1
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else:
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self.generate_ewr_site()
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else:
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self.generate_ground_point()
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def generate_required_aa(self) -> int:
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"""Generates the AA sites that are required by the campaign.
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Returns:
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The number of AA sites that were generated.
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"""
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presets = self.control_point.preset_locations
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for position in presets.required_long_range_sams:
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self.generate_aa_at(
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position,
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ranges=[
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{AirDefenseRange.Long},
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{AirDefenseRange.Medium},
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{AirDefenseRange.Short},
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],
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)
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for position in presets.required_medium_range_sams:
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self.generate_aa_at(
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position,
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ranges=[
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{AirDefenseRange.Medium},
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{AirDefenseRange.Short},
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],
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)
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return len(presets.required_long_range_sams) + len(
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presets.required_medium_range_sams
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)
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def generate_required_ewr(self) -> int:
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"""Generates the EWR sites that are required by the campaign.
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Returns:
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The number of EWR sites that were generated.
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"""
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presets = self.control_point.preset_locations
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for position in presets.required_ewrs:
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self.generate_ewr_at(position)
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return len(presets.required_ewrs)
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def generate_ground_point(self) -> None:
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try:
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category = random.choice(self.faction.building_set)
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except IndexError:
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logging.exception("Faction has no buildings defined")
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return
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obj_name = namegen.random_objective_name()
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template = random.choice(list(self.templates[category].values()))
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if category == "oil":
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location_type = LocationType.OffshoreStrikeTarget
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else:
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location_type = LocationType.StrikeTarget
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# Pick from preset locations
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point = self.location_finder.location_for(location_type)
|
|
if point is None:
|
|
return
|
|
|
|
object_id = 0
|
|
group_id = self.game.next_group_id()
|
|
|
|
# TODO: Create only one TGO per objective, each with multiple units.
|
|
for unit in template:
|
|
object_id += 1
|
|
|
|
template_point = Point(unit["offset"].x, unit["offset"].y)
|
|
g = BuildingGroundObject(
|
|
obj_name,
|
|
category,
|
|
group_id,
|
|
object_id,
|
|
point + template_point,
|
|
unit["heading"],
|
|
self.control_point,
|
|
unit["type"],
|
|
)
|
|
|
|
self.control_point.connected_objectives.append(g)
|
|
|
|
def generate_factories(self) -> None:
|
|
"""Generates the factories that are required by the campaign."""
|
|
for position in self.control_point.preset_locations.factories:
|
|
self.generate_factory_at(position)
|
|
|
|
def generate_factory_at(self, point: PointWithHeading) -> None:
|
|
obj_name = namegen.random_objective_name()
|
|
group_id = self.game.next_group_id()
|
|
|
|
g = FactoryGroundObject(
|
|
obj_name,
|
|
group_id,
|
|
point,
|
|
point.heading,
|
|
self.control_point,
|
|
)
|
|
|
|
self.control_point.connected_objectives.append(g)
|
|
|
|
def generate_aa_site(self) -> None:
|
|
position = self.location_finder.location_for(LocationType.Sam)
|
|
if position is None:
|
|
return
|
|
self.generate_aa_at(
|
|
position,
|
|
ranges=[
|
|
# Prefer to use proper SAMs, but fall back to SHORADs if needed.
|
|
{AirDefenseRange.Long, AirDefenseRange.Medium},
|
|
{AirDefenseRange.Short},
|
|
],
|
|
)
|
|
|
|
def generate_aa_at(
|
|
self, position: Point, ranges: Iterable[Set[AirDefenseRange]]
|
|
) -> None:
|
|
group_id = self.game.next_group_id()
|
|
|
|
g = SamGroundObject(
|
|
namegen.random_objective_name(),
|
|
group_id,
|
|
position,
|
|
self.control_point,
|
|
for_airbase=False,
|
|
)
|
|
groups = generate_anti_air_group(self.game, g, self.faction, ranges)
|
|
if not groups:
|
|
logging.error(
|
|
"Could not generate air defense group for %s at %s",
|
|
g.name,
|
|
self.control_point,
|
|
)
|
|
return
|
|
g.groups = groups
|
|
self.control_point.connected_objectives.append(g)
|
|
|
|
def generate_ewr_site(self) -> None:
|
|
position = self.location_finder.location_for(LocationType.Ewr)
|
|
if position is None:
|
|
return
|
|
self.generate_ewr_at(position)
|
|
|
|
def generate_ewr_at(self, position: Point) -> None:
|
|
group_id = self.game.next_group_id()
|
|
|
|
g = EwrGroundObject(
|
|
namegen.random_objective_name(),
|
|
group_id,
|
|
position,
|
|
self.control_point,
|
|
for_airbase=False,
|
|
)
|
|
group = generate_ewr_group(self.game, g, self.faction)
|
|
if group is None:
|
|
logging.error(
|
|
"Could not generate ewr group for %s at %s",
|
|
g.name,
|
|
self.control_point,
|
|
)
|
|
return
|
|
g.groups = [group]
|
|
self.control_point.connected_objectives.append(g)
|
|
|
|
def generate_missile_sites(self) -> None:
|
|
for i in range(self.faction.missiles_group_count):
|
|
self.generate_missile_site()
|
|
|
|
def generate_missile_site(self) -> None:
|
|
position = self.location_finder.location_for(LocationType.MissileSite)
|
|
if position is None:
|
|
return
|
|
|
|
group_id = self.game.next_group_id()
|
|
|
|
g = MissileSiteGroundObject(
|
|
namegen.random_objective_name(), group_id, position, self.control_point
|
|
)
|
|
group = generate_missile_group(self.game, g, self.faction_name)
|
|
g.groups = []
|
|
if group is not None:
|
|
g.groups.append(group)
|
|
self.control_point.connected_objectives.append(g)
|
|
return
|
|
|
|
def generate_coastal_sites(self) -> None:
|
|
for i in range(self.faction.coastal_group_count):
|
|
self.generate_coastal_site()
|
|
|
|
def generate_coastal_site(self) -> None:
|
|
position = self.location_finder.location_for(LocationType.Coastal)
|
|
if position is None:
|
|
return
|
|
|
|
group_id = self.game.next_group_id()
|
|
|
|
g = CoastalSiteGroundObject(
|
|
namegen.random_objective_name(),
|
|
group_id,
|
|
position,
|
|
self.control_point,
|
|
position.heading,
|
|
)
|
|
group = generate_coastal_group(self.game, g, self.faction_name)
|
|
g.groups = []
|
|
if group is not None:
|
|
g.groups.append(group)
|
|
self.control_point.connected_objectives.append(g)
|
|
return
|
|
|
|
|
|
class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
|
|
def generate(self) -> bool:
|
|
self.generate_fob()
|
|
FobDefenseGenerator(self.game, self.control_point).generate()
|
|
self.generate_required_aa()
|
|
return True
|
|
|
|
def generate_fob(self) -> None:
|
|
try:
|
|
category = self.faction.building_set[self.faction.building_set.index("fob")]
|
|
except IndexError:
|
|
logging.exception("Faction has no fob buildings defined")
|
|
return
|
|
|
|
obj_name = self.control_point.name
|
|
template = random.choice(list(self.templates[category].values()))
|
|
point = self.control_point.position
|
|
# Pick from preset locations
|
|
object_id = 0
|
|
group_id = self.game.next_group_id()
|
|
|
|
# TODO: Create only one TGO per objective, each with multiple units.
|
|
for unit in template:
|
|
object_id += 1
|
|
|
|
template_point = Point(unit["offset"].x, unit["offset"].y)
|
|
g = BuildingGroundObject(
|
|
obj_name,
|
|
category,
|
|
group_id,
|
|
object_id,
|
|
point + template_point,
|
|
unit["heading"],
|
|
self.control_point,
|
|
unit["type"],
|
|
airbase_group=True,
|
|
)
|
|
self.control_point.connected_objectives.append(g)
|
|
|
|
|
|
class GroundObjectGenerator:
|
|
def __init__(self, game: Game, generator_settings: GeneratorSettings) -> None:
|
|
self.game = game
|
|
self.generator_settings = generator_settings
|
|
with open("resources/groundobject_templates.p", "rb") as f:
|
|
self.templates: GroundObjectTemplates = pickle.load(f)
|
|
|
|
def generate(self) -> None:
|
|
# Copied so we can remove items from the original list without breaking
|
|
# the iterator.
|
|
control_points = list(self.game.theater.controlpoints)
|
|
for control_point in control_points:
|
|
if not self.generate_for_control_point(control_point):
|
|
self.game.theater.controlpoints.remove(control_point)
|
|
|
|
def generate_for_control_point(self, control_point: ControlPoint) -> bool:
|
|
generator: ControlPointGroundObjectGenerator
|
|
if control_point.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
|
|
generator = CarrierGroundObjectGenerator(
|
|
self.game, self.generator_settings, control_point
|
|
)
|
|
elif control_point.cptype == ControlPointType.LHA_GROUP:
|
|
generator = LhaGroundObjectGenerator(
|
|
self.game, self.generator_settings, control_point
|
|
)
|
|
elif isinstance(control_point, OffMapSpawn):
|
|
generator = NoOpGroundObjectGenerator(
|
|
self.game, self.generator_settings, control_point
|
|
)
|
|
elif isinstance(control_point, Fob):
|
|
generator = FobGroundObjectGenerator(
|
|
self.game, self.generator_settings, control_point, self.templates
|
|
)
|
|
else:
|
|
generator = AirbaseGroundObjectGenerator(
|
|
self.game, self.generator_settings, control_point, self.templates
|
|
)
|
|
return generator.generate()
|