mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
This reverts commit bd2ec12e0f039c9500ea0dd94e7b2e4f7d168fef. Country is both the data (name, ID, etc) and the container for groups added to the miz, so it can't be used across multiple mission generations. See https://github.com/pydcs/dcs/issues/314 for potential follow up work that would let us do this. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2864.
393 lines
14 KiB
Python
393 lines
14 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 Any, Dict, Iterator, List, Optional, TYPE_CHECKING, Type
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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, 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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DEFAULT_AVAILABLE_BUILDINGS,
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IADS_BUILDINGS,
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REQUIRED_BUILDINGS,
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WW2_ALLIES_BUILDINGS,
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WW2_FREE,
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WW2_GERMANY_BUILDINGS,
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)
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from game.data.doctrine import (
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COLDWAR_DOCTRINE,
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Doctrine,
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MODERN_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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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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# 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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aircrafts: 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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#: 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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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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@classmethod
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def from_dict(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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if faction.country not in [c.name for c in country_dict.values()]:
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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.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.aircrafts = [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.aircrafts = list(
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set(faction.aircrafts + faction.awacs + faction.tankers)
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)
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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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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: ModSettings) -> None:
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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.f22_raptor:
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self.remove_aircraft("F-22A")
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if not mod_settings.f104_starfighter:
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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.f4_phantom:
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self.remove_aircraft("VSN_F4B")
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self.remove_aircraft("VSN_F4C")
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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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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_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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