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https://github.com/dcs-retribution/dcs-retribution.git
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- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class. - this allows us to only take care of dcs group generation during miz generation, where it should have always been. - We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed. - Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want. - Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups. - Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
27 lines
907 B
Python
27 lines
907 B
Python
from __future__ import annotations
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from dataclasses import dataclass
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from typing import Any
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from game.commander.tasks.packageplanningtask import PackagePlanningTask
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from game.commander.theaterstate import TheaterState
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from game.theater.theatergroundobject import TheaterGroundObject
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from game.ato.flighttype import FlightType
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@dataclass
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class PlanStrike(PackagePlanningTask[TheaterGroundObject]):
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def preconditions_met(self, state: TheaterState) -> bool:
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if self.target not in state.strike_targets:
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return False
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if not self.target_area_preconditions_met(state):
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return False
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return super().preconditions_met(state)
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def apply_effects(self, state: TheaterState) -> None:
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state.strike_targets.remove(self.target)
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def propose_flights(self) -> None:
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self.propose_flight(FlightType.STRIKE, 2)
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self.propose_common_escorts()
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