mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
469 lines
17 KiB
Python
469 lines
17 KiB
Python
from __future__ import annotations
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import itertools
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import logging
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from dataclasses import dataclass, field
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from functools import cached_property
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from typing import Optional, Dict, Type, List, Any, Iterator, TYPE_CHECKING
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import dcs
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from dcs.countries import country_dict
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from dcs.unittype import ShipType, StaticType
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from dcs.unittype import UnitType as DcsUnitType
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from game.armedforces.forcegroup import ForceGroup
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from game.data.building_data import (
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WW2_ALLIES_BUILDINGS,
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DEFAULT_AVAILABLE_BUILDINGS,
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WW2_GERMANY_BUILDINGS,
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WW2_FREE,
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REQUIRED_BUILDINGS,
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IADS_BUILDINGS,
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)
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from game.data.doctrine import (
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Doctrine,
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MODERN_DOCTRINE,
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COLDWAR_DOCTRINE,
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WWII_DOCTRINE,
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)
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from game.data.groups import GroupRole
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from game.data.units import UnitClass
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from game.dcs.aircrafttype import AircraftType
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from game.dcs.groundunittype import GroundUnitType
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from game.dcs.shipunittype import ShipUnitType
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from game.dcs.unittype import UnitType
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from pydcs_extensions.f16i_idf.f16i_idf import inject_F16I
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if TYPE_CHECKING:
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from game.theater.start_generator import ModSettings
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@dataclass
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class Faction:
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#: List of locales to use when generating random names. If not set, Faker will
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#: choose the default locale.
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locales: Optional[List[str]]
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# Country used by this faction
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country: str = field(default="")
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# Country's short name used by this faction
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country_shortname: str = field(default="")
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# Nice name of the faction
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name: str = field(default="")
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# List of faction file authors
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authors: str = field(default="")
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# A description of the faction
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description: str = field(default="")
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# Available aircraft
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aircraft: List[AircraftType] = field(default_factory=list)
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# Available awacs aircraft
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awacs: List[AircraftType] = field(default_factory=list)
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# Available tanker aircraft
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tankers: List[AircraftType] = field(default_factory=list)
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# Available frontline units
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frontline_units: List[GroundUnitType] = field(default_factory=list)
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# Available artillery units
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artillery_units: List[GroundUnitType] = field(default_factory=list)
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# Infantry units used
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infantry_units: List[GroundUnitType] = field(default_factory=list)
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# Logistics units used
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logistics_units: List[GroundUnitType] = field(default_factory=list)
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# Possible Air Defence units, Like EWRs
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air_defense_units: List[GroundUnitType] = field(default_factory=list)
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# A list of all supported sets of units
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preset_groups: list[ForceGroup] = field(default_factory=list)
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# Possible Missile site generators for this faction
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missiles: List[GroundUnitType] = field(default_factory=list)
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# Required mods or asset packs
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requirements: Dict[str, str] = field(default_factory=dict)
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# Possible carrier names
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carrier_names: List[str] = field(default_factory=list)
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# Possible helicopter carrier names
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helicopter_carrier_names: List[str] = field(default_factory=list)
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# Available Naval Units
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naval_units: List[ShipUnitType] = field(default_factory=list)
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# Whether this faction has JTAC access
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has_jtac: bool = field(default=False)
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# Unit to use as JTAC for this faction
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jtac_unit: Optional[AircraftType] = field(default=None)
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# doctrine
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doctrine: Doctrine = field(default=MODERN_DOCTRINE)
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# List of available building layouts for this faction
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building_set: List[str] = field(default_factory=list)
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# List of default livery overrides
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liveries_overrides: Dict[AircraftType, List[str]] = field(default_factory=dict)
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# List of default livery overrides for ground vehicles
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liveries_overrides_ground_forces: Dict[str, List[str]] = field(default_factory=dict)
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#: Set to True if the faction should force the "Unrestricted satnav" option
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#: for the mission. This option enables GPS for capable aircraft regardless
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#: of the time period or operator. For example, the CJTF "countries" don't
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#: appear to have GPS capability, so they need this.
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#:
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#: Note that this option cannot be set per-side. If either faction needs it,
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#: both will use it.
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unrestricted_satnav: bool = False
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# Store mod settings so mod properties can be injected again on game load,
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# in case mods like CJS F/A-18E/F/G or IDF F-16I are selected by the player
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mod_settings: Optional[ModSettings] = field(default=None)
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def has_access_to_dcs_type(self, unit_type: Type[DcsUnitType]) -> bool:
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# Vehicle and Ship Units
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if any(unit_type == u.dcs_unit_type for u in self.accessible_units):
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return True
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# Statics
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if issubclass(unit_type, StaticType):
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# TODO Improve the statics checking
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# We currently do not have any list or similar to check if a faction has
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# access to a specific static. There we accept any static here
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return True
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return False
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def has_access_to_unit_class(self, unit_class: UnitClass) -> bool:
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return any(unit.unit_class is unit_class for unit in self.accessible_units)
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@cached_property
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def accessible_units(self) -> list[UnitType[Any]]:
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all_units: Iterator[UnitType[Any]] = itertools.chain(
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self.ground_units,
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self.infantry_units,
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self.air_defense_units,
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self.naval_units,
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self.missiles,
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(
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unit
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for preset_group in self.preset_groups
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for unit in preset_group.units
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),
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)
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return list(set(all_units))
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@property
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def air_defenses(self) -> list[str]:
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"""Returns the Air Defense types"""
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# This is used for the faction overview in NewGameWizard
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air_defenses = [a.name for a in self.air_defense_units]
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air_defenses.extend(
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[
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pg.name
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for pg in self.preset_groups
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if any(task.role == GroupRole.AIR_DEFENSE for task in pg.tasks)
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]
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)
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return sorted(air_defenses)
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@cached_property
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def aircrafts(self) -> list[UnitType[Any]]:
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return list(self.aircraft + self.awacs + self.tankers)
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@classmethod
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def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
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faction = Faction(locales=json.get("locales"))
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faction.country = json.get("country", "/")
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country = None
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for c in country_dict.values():
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if c.name == faction.country:
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country = c
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break
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if country is None:
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raise AssertionError(
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'Faction\'s country ("{}") is not a valid DCS country ID'.format(
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faction.country
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)
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)
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faction.country_shortname = country.shortname
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faction.name = json.get("name", "")
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if not faction.name:
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raise AssertionError("Faction has no valid name")
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faction.authors = json.get("authors", "")
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faction.description = json.get("description", "")
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faction.aircraft = [AircraftType.named(n) for n in json.get("aircrafts", [])]
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faction.awacs = [AircraftType.named(n) for n in json.get("awacs", [])]
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faction.tankers = [AircraftType.named(n) for n in json.get("tankers", [])]
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faction.frontline_units = [
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GroundUnitType.named(n) for n in json.get("frontline_units", [])
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]
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faction.artillery_units = [
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GroundUnitType.named(n) for n in json.get("artillery_units", [])
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]
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faction.infantry_units = [
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GroundUnitType.named(n) for n in json.get("infantry_units", [])
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]
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faction.logistics_units = [
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GroundUnitType.named(n) for n in json.get("logistics_units", [])
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]
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faction.air_defense_units = [
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GroundUnitType.named(n) for n in json.get("air_defense_units", [])
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]
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faction.missiles = [GroundUnitType.named(n) for n in json.get("missiles", [])]
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faction.naval_units = [
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ShipUnitType.named(n) for n in json.get("naval_units", [])
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]
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faction.preset_groups = [
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ForceGroup.from_preset_group(g) for g in json.get("preset_groups", [])
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]
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faction.requirements = json.get("requirements", {})
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faction.carrier_names = json.get("carrier_names", [])
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faction.helicopter_carrier_names = json.get("helicopter_carrier_names", [])
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faction.has_jtac = json.get("has_jtac", False)
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jtac_name = json.get("jtac_unit", None)
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if jtac_name is not None:
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faction.jtac_unit = AircraftType.named(jtac_name)
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else:
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faction.jtac_unit = None
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# Load doctrine
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doctrine = json.get("doctrine", "modern")
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if doctrine == "modern":
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faction.doctrine = MODERN_DOCTRINE
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elif doctrine == "coldwar":
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faction.doctrine = COLDWAR_DOCTRINE
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elif doctrine == "ww2":
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faction.doctrine = WWII_DOCTRINE
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else:
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faction.doctrine = MODERN_DOCTRINE
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# Load the building set
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faction.building_set = []
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building_set = json.get("building_set", "default")
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if building_set == "default":
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faction.building_set.extend(DEFAULT_AVAILABLE_BUILDINGS)
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elif building_set == "ww2free":
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faction.building_set.extend(WW2_FREE)
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elif building_set == "ww2ally":
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faction.building_set.extend(WW2_ALLIES_BUILDINGS)
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elif building_set == "ww2germany":
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faction.building_set.extend(WW2_GERMANY_BUILDINGS)
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else:
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faction.building_set.extend(DEFAULT_AVAILABLE_BUILDINGS)
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# Add required buildings for the game logic (e.g. ammo, factory..)
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faction.building_set.extend(REQUIRED_BUILDINGS)
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faction.building_set.extend(IADS_BUILDINGS)
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# Load liveries override
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faction.liveries_overrides = {}
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liveries_overrides = json.get("liveries_overrides", {})
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for name, livery in liveries_overrides.items():
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aircraft = AircraftType.named(name)
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faction.liveries_overrides[aircraft] = [s.lower() for s in livery]
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# Load liveries override for ground forces
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faction.liveries_overrides_ground_forces = {}
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liveries_overrides_ground_forces = json.get(
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"liveries_overrides_ground_forces", {}
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)
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for vehicle_type, livery in liveries_overrides_ground_forces.items():
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faction.liveries_overrides_ground_forces[vehicle_type] = [
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s.lower() for s in livery
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]
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faction.unrestricted_satnav = json.get("unrestricted_satnav", False)
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return faction
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@property
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def ground_units(self) -> Iterator[GroundUnitType]:
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yield from self.artillery_units
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yield from self.frontline_units
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yield from self.logistics_units
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def infantry_with_class(self, unit_class: UnitClass) -> Iterator[GroundUnitType]:
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for unit in self.infantry_units:
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if unit.unit_class is unit_class:
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yield unit
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def apply_mod_settings(self, mod_settings: Optional[ModSettings] = None) -> None:
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if mod_settings is None:
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if self.mod_settings is None:
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# No mod settings were provided and none were saved for this faction
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# so stop here
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return
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elif self.mod_settings is not None:
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# Saved mod settings were found for this faction,
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# so load them for use
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mod_settings = self.mod_settings
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else:
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# Update the mod settings of this faction
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# so the settings can be applied again on load, if needed
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self.mod_settings = mod_settings
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# aircraft
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if not mod_settings.a4_skyhawk:
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self.remove_aircraft("A-4E-C")
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if not mod_settings.hercules:
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self.remove_aircraft("Hercules")
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if not mod_settings.uh_60l:
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self.remove_aircraft("UH-60L")
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self.remove_aircraft("KC130J")
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if not mod_settings.f4b_phantom:
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self.remove_aircraft("VSN_F4B")
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if not mod_settings.f15d_baz:
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self.remove_aircraft("F-15D")
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if not mod_settings.f_16_idf:
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self.remove_aircraft("F-16I")
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self.remove_aircraft("F_16D_52")
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self.remove_aircraft("F_16D_50")
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self.remove_aircraft("F_16D_50_NS")
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self.remove_aircraft("F_16D_52_NS")
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else:
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inject_F16I()
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# Remove the stock Viper because that DCS ID is now used by the Sufa
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self.remove_aircraft_by_name("F-16CM Fighting Falcon (Block 50)")
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if not mod_settings.f22_raptor:
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self.remove_aircraft("F-22A")
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if not mod_settings.f84g_thunderjet:
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self.remove_aircraft("VSN_F84G")
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if not mod_settings.f100_supersabre:
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self.remove_aircraft("VSN_F100")
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if not mod_settings.f104_starfighter:
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self.remove_aircraft("VSN_F104C")
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self.remove_aircraft("VSN_F104G")
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self.remove_aircraft("VSN_F104S")
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self.remove_aircraft("VSN_F104S_AG")
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if not mod_settings.f105_thunderchief:
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self.remove_aircraft("VSN_F105D")
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self.remove_aircraft("VSN_F105G")
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if not mod_settings.a6a_intruder:
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self.remove_aircraft("VSN_A6A")
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if not mod_settings.jas39_gripen:
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self.remove_aircraft("JAS39Gripen")
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self.remove_aircraft("JAS39Gripen_AG")
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if not mod_settings.su30_flanker_h:
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self.remove_aircraft("Su-30MKA")
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self.remove_aircraft("Su-30MKI")
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self.remove_aircraft("Su-30MKM")
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self.remove_aircraft("Su-30SM")
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if not mod_settings.su57_felon:
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self.remove_aircraft("Su-57")
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if not mod_settings.ov10a_bronco:
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self.remove_aircraft("Bronco-OV-10A")
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# frenchpack
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if not mod_settings.frenchpack:
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self.remove_vehicle("AMX10RCR")
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self.remove_vehicle("SEPAR")
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self.remove_vehicle("ERC")
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self.remove_vehicle("M120")
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self.remove_vehicle("AA20")
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self.remove_vehicle("TRM2000")
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self.remove_vehicle("TRM2000_Citerne")
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self.remove_vehicle("TRM2000_AA20")
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self.remove_vehicle("TRMMISTRAL")
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self.remove_vehicle("VABH")
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self.remove_vehicle("VAB_RADIO")
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self.remove_vehicle("VAB_50")
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self.remove_vehicle("VIB_VBR")
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self.remove_vehicle("VAB_HOT")
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self.remove_vehicle("VAB_MORTIER")
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self.remove_vehicle("VBL50")
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self.remove_vehicle("VBLANF1")
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self.remove_vehicle("VBL-radio")
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self.remove_vehicle("VBAE")
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self.remove_vehicle("VBAE_MMP")
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self.remove_vehicle("AMX-30B2")
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self.remove_vehicle("Tracma")
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self.remove_vehicle("JTACFP")
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self.remove_vehicle("SHERIDAN")
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self.remove_vehicle("Leclerc_XXI")
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self.remove_vehicle("Toyota_bleu")
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self.remove_vehicle("Toyota_vert")
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self.remove_vehicle("Toyota_desert")
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self.remove_vehicle("Kamikaze")
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self.remove_vehicle("AMX1375")
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self.remove_vehicle("AMX1390")
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self.remove_vehicle("VBCI")
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self.remove_vehicle("T62")
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self.remove_vehicle("T64BV")
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self.remove_vehicle("T72M")
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self.remove_vehicle("KORNET")
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# high digit sams
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if not mod_settings.high_digit_sams:
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self.remove_preset("SA-10B/S-300PS")
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self.remove_preset("SA-12/S-300V")
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self.remove_preset("SA-20/S-300PMU-1")
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self.remove_preset("SA-20B/S-300PMU-2")
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self.remove_preset("SA-23/S-300VM")
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self.remove_preset("SA-17")
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self.remove_preset("KS-19")
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self.remove_preset("HQ-2")
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self.remove_preset("SA-2/S-75 V-759/5V23")
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self.remove_preset("SA-3/S-125 V-601P/5V27")
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self.remove_vehicle("SAM SA-14 Strela-3 manpad")
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self.remove_vehicle("SAM SA-24 Igla-S manpad")
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self.remove_vehicle("Polyana-D4M1 C2 node")
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def remove_aircraft(self, name: str) -> None:
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for i in self.aircrafts:
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if i.dcs_unit_type.id == name:
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self.aircrafts.remove(i)
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def remove_aircraft_by_name(self, name: str) -> None:
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for i in self.aircrafts:
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if i.name == name:
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self.aircrafts.remove(i)
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def remove_preset(self, name: str) -> None:
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for pg in self.preset_groups:
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if pg.name == name:
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self.preset_groups.remove(pg)
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def remove_vehicle(self, name: str) -> None:
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for i in self.frontline_units:
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if i.dcs_unit_type.id == name:
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self.frontline_units.remove(i)
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def load_ship(name: str) -> Optional[Type[ShipType]]:
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if (ship := getattr(dcs.ships, name, None)) is not None:
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return ship
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logging.error(f"FACTION ERROR : Unable to find {name} in dcs.ships")
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return None
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def load_all_ships(data: list[str]) -> List[Type[ShipType]]:
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items = []
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for name in data:
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item = load_ship(name)
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if item is not None:
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items.append(item)
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return items
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