mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Refactor the mod select changes, re-add accidentally deleted factions.
This commit is contained in:
@@ -54,7 +54,7 @@ class Event:
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@property
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def is_player_attacking(self) -> bool:
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return self.attacker_name == self.game.player_name
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return self.attacker_name == self.game.player_faction.name
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@property
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def tasks(self) -> List[Type[Task]]:
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@@ -257,6 +257,76 @@ class Faction:
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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) -> Faction:
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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.f22_raptor:
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self.remove_aircraft("F-22A")
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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.su57_felon:
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self.remove_aircraft("Su-57")
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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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# high digit sams
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if not mod_settings.high_digit_sams:
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self.remove_air_defenses("SA10BGenerator")
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self.remove_air_defenses("SA12Generator")
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self.remove_air_defenses("SA20Generator")
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self.remove_air_defenses("SA20BGenerator")
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self.remove_air_defenses("SA23Generator")
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self.remove_air_defenses("SA17Generator")
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self.remove_air_defenses("KS19Generator")
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return self
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def remove_aircraft(self, name):
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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_air_defenses(self, name):
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for i in self.air_defenses:
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if i == name:
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self.air_defenses.remove(i)
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def remove_vehicle(self, name):
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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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110
game/game.py
110
game/game.py
@@ -35,7 +35,7 @@ from .infos.information import Information
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from .navmesh import NavMesh
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from .procurement import AircraftProcurementRequest, ProcurementAi
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from .profiling import logged_duration
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from .settings import ModSettings, Settings, AutoAtoBehavior
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from .settings import Settings, AutoAtoBehavior
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from .squadrons import AirWing
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from .theater import ConflictTheater
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from .theater.bullseye import Bullseye
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@@ -88,23 +88,21 @@ class TurnState(Enum):
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class Game:
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def __init__(
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self,
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player_name: str,
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enemy_name: str,
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player_faction: Faction,
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enemy_faction: Faction,
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theater: ConflictTheater,
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start_date: datetime,
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settings: Settings,
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player_budget: float,
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enemy_budget: float,
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mod_settings: ModSettings,
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) -> None:
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self.settings = settings
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self.mod_settings = mod_settings
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self.events: List[Event] = []
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self.theater = theater
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self.player_name = player_name
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self.player_country = db.FACTIONS[player_name].country
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self.enemy_name = enemy_name
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self.enemy_country = db.FACTIONS[enemy_name].country
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self.player_faction = player_faction
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self.player_country = player_faction.country
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self.enemy_faction = enemy_faction
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self.enemy_country = enemy_faction.country
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# pass_turn() will be called when initialization is complete which will
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# increment this to turn 0 before it reaches the player.
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self.turn = -1
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@@ -127,8 +125,6 @@ class Game:
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self.conditions = self.generate_conditions()
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self.apply_mods()
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self.blue_transit_network = TransitNetwork()
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self.red_transit_network = TransitNetwork()
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@@ -207,92 +203,6 @@ class Game:
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else:
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self.enemy_country = "Russia"
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def apply_mods(self):
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# aircraft
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if not self.mod_settings.a4_skyhawk:
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self.remove_aircraft("A-4E-C")
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if not self.mod_settings.hercules:
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self.remove_aircraft("Hercules")
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if not self.mod_settings.f22_raptor:
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self.remove_aircraft("F-22A")
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if not self.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 self.mod_settings.su57_felon:
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self.remove_aircraft("Su-57")
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# frenchpack
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if not self.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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# high digit sams
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if not self.mod_settings.high_digit_sams:
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self.remove_air_defenses("SA10BGenerator")
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self.remove_air_defenses("SA12Generator")
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self.remove_air_defenses("SA20Generator")
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self.remove_air_defenses("SA20BGenerator")
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self.remove_air_defenses("SA23Generator")
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self.remove_air_defenses("SA17Generator")
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self.remove_air_defenses("KS19Generator")
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def remove_aircraft(self, name):
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for i in self.player_faction.aircrafts:
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if i.dcs_unit_type.id == name:
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self.player_faction.aircrafts.remove(i)
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for i in self.enemy_faction.aircrafts:
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if i.dcs_unit_type.id == name:
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self.enemy_faction.aircrafts.remove(i)
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def remove_air_defenses(self, name):
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for i in self.player_faction.air_defenses:
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if i == name:
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self.player_faction.air_defenses.remove(i)
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for i in self.enemy_faction.air_defenses:
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if i == name:
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self.enemy_faction.air_defenses.remove(i)
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def remove_vehicle(self, name):
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for i in self.player_faction.frontline_units:
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if i.dcs_unit_type.id == name:
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self.player_faction.frontline_units.remove(i)
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for i in self.enemy_faction.frontline_units:
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if i.dcs_unit_type.id == name:
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self.enemy_faction.frontline_units.remove(i)
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@property
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def player_faction(self) -> Faction:
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return db.FACTIONS[self.player_name]
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@property
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def enemy_faction(self) -> Faction:
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return db.FACTIONS[self.enemy_name]
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def faction_for(self, player: bool) -> Faction:
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if player:
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return self.player_faction
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@@ -332,8 +242,8 @@ class Game:
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player_cp,
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enemy_cp,
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enemy_cp.position,
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self.player_name,
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self.enemy_name,
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self.player_faction.name,
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self.enemy_faction.name,
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)
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)
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@@ -379,7 +289,7 @@ class Game:
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return (
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event
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and event.attacker_name
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and event.attacker_name == self.player_name
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and event.attacker_name == self.player_faction.name
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)
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else:
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raise RuntimeError(f"{event} was passed when an Event type was expected")
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@@ -77,8 +77,8 @@ class Operation:
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yield Conflict(
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cls.game.theater,
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frontline,
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cls.game.player_name,
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cls.game.enemy_name,
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cls.game.player_faction.name,
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cls.game.enemy_faction.name,
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cls.game.player_country,
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cls.game.enemy_country,
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frontline.position,
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@@ -95,8 +95,8 @@ class Operation:
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return Conflict(
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cls.game.theater,
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FrontLine(player_cp, enemy_cp),
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cls.game.player_name,
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cls.game.enemy_name,
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cls.game.player_faction.name,
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cls.game.enemy_faction.name,
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cls.game.player_country,
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cls.game.enemy_country,
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mid_point,
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@@ -389,8 +389,8 @@ class Operation:
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player_cp = front_line.blue_cp
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enemy_cp = front_line.red_cp
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conflict = Conflict.frontline_cas_conflict(
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cls.game.player_name,
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cls.game.enemy_name,
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cls.game.player_faction.name,
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cls.game.enemy_faction.name,
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cls.current_mission.country(cls.game.player_country),
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cls.current_mission.country(cls.game.enemy_country),
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front_line,
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@@ -110,16 +110,3 @@ class Settings:
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new_state = Settings().__dict__
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new_state.update(state)
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self.__dict__.update(new_state)
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@dataclass
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class ModSettings:
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# Aircraft Mods
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a4_skyhawk: bool = False
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f22_raptor: bool = False
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hercules: bool = False
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jas39_gripen: bool = False
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su57_felon: bool = False
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# Ground Asset Mods
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frenchpack: bool = False
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high_digit_sams: bool = False
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@@ -49,7 +49,7 @@ from . import (
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OffMapSpawn,
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)
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from ..profiling import logged_duration
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from ..settings import ModSettings, Settings
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from ..settings import Settings
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GroundObjectTemplates = Dict[str, Dict[str, Any]]
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@@ -78,11 +78,22 @@ class GeneratorSettings:
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no_enemy_navy: bool
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@dataclass
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class ModSettings:
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a4_skyhawk: bool = False
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f22_raptor: bool = False
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hercules: bool = False
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jas39_gripen: bool = False
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su57_felon: bool = False
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frenchpack: bool = False
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high_digit_sams: bool = False
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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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player: Faction,
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enemy: Faction,
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theater: ConflictTheater,
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settings: Settings,
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generator_settings: GeneratorSettings,
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@@ -101,14 +112,13 @@ class GameGenerator:
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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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player_faction=self.player.apply_mod_settings(self.mod_settings),
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enemy_faction=self.enemy.apply_mod_settings(self.mod_settings),
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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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mod_settings=self.mod_settings,
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)
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GroundObjectGenerator(game, self.generator_settings).generate()
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@@ -162,9 +172,9 @@ class ControlPointGroundObjectGenerator:
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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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return self.game.player_faction.name
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else:
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return self.game.enemy_name
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return self.game.enemy_faction.name
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@property
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def faction(self) -> Faction:
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