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https://github.com/dcs-retribution/dcs-retribution.git
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57 lines
1.8 KiB
Python
57 lines
1.8 KiB
Python
from dcs.terrain import Terrain
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from game import db
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from gen.armor import *
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from gen.aircraft import *
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from gen.aaa import *
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from gen.shipgen import *
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from gen.triggergen import *
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from gen.awacsgen import *
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from gen.visualgen import *
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from gen.conflictgen import Conflict
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from .operation import Operation
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class InfantryTransportOperation(Operation):
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transport = None # type: db.HeliDict
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aa = None # type: db.AirDefenseDict
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def setup(self, transport: db.HeliDict, aa: db.AirDefenseDict):
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self.transport = transport
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self.aa = aa
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(InfantryTransportOperation, self).prepare(terrain, is_quick)
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conflict = Conflict.transport_conflict(
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attacker=self.mission.country(self.attacker_name),
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defender=self.mission.country(self.defender_name),
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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theater=self.game.theater
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)
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self.initialize(mission=self.mission,
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conflict=conflict)
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def generate(self):
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self.airgen.generate_passenger_transport(
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helis=self.transport,
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clients=self.attacker_clients,
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at=self.attackers_starting_position
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)
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self.armorgen.generate_passengers(count=6)
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self.aagen.generate_at_defenders_location(self.aa)
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self.visualgen.generate_transportation_marker(self.conflict.ground_attackers_location)
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self.visualgen.generate_transportation_destination(self.conflict.position)
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# TODO: horrible, horrible hack
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# this will disable vehicle activation triggers,
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# which aren't needed on this type of missions
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self.is_quick = True
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super(InfantryTransportOperation, self).generate()
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self.is_quick = False
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