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- factor out own class for the iadsnetwork within the conflicttheater - This class will handle all Skynet related things - no specific group_name handling necessary in future - make iadsbuilding own TGO class because SAM & EWRs are Vehicle Groups. IADS Elements dont have any groups attached. - added command center, connection node and power source as Ground objects which can be added by the campaign designer - adjust lua generator to support new iads units - parse the campaign yaml to get the iads network information - use the range as fallback if no yaml information was found - complete rewrite of the skynet lua script - allow destruction of iads network to be persistent over all rounds - modified the presetlocation handling: the wrapper PresetLocation for PointWithHeading now stores the original name from the campaign miz to have the ability to process campaign yaml configurations based on the ground unit - Implementation of the UI representation for the IADS Network - Give user the option to enable or disable advanced iads - Extended the layout system: Implement Sub task handling to support PD
20 lines
562 B
Python
20 lines
562 B
Python
# This should probably be much higher, but the AI doesn't rollover their budget
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# and isn't smart enough to save to repair a critical runway anyway, so it has
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# to be cheap enough to repair with a single turn's income.
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RUNWAY_REPAIR_COST = 100
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REWARDS = {
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"warehouse": 2,
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"ware": 2,
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"fuel": 2,
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"ammo": 2,
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"farp": 1,
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# TODO: Should generate no cash once they generate units.
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# https://github.com/dcs-liberation/dcs_liberation/issues/1036
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"factory": 10,
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"oil": 10,
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"derrick": 8,
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"village": 0.25,
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"allycamp": 0.5,
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}
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