File size: 57,997 Bytes
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-- ========== GENERATED BY ClassDef Editor (Ctrl-Alt-F3) DO NOT EDIT MANUALLY! ==========

DefineClass.Camp = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Standing", 
			editor = "number", default = 0, min = -100, max = 100, },
	},
}

DefineClass.CampaignCity = {
	__parents = { "CampaignObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Id", 
			editor = "text", default = false, },
		{ id = "DisplayName", name = "Display Name", 
			editor = "text", default = false, translate = true, },
		{ id = "Loyalty", name = "Loyalty", 
			editor = "number", default = 0, no_edit = true, },
		{ id = "template_key", 
			editor = "text", default = false, read_only = true, no_edit = true, },
		{ id = "currentCivilianDeathPenalty", 
			editor = "number", default = 0, no_edit = true, min = 0, max = 30, },
	},
}

function CampaignCity:GetEditorView()
	return self.DisplayName or Untranslated(self.Id or "(unnamed city)")
end

DefineClass.EnemySquadUnit = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "weightedList", name = "Unit List", help = "Weighted list with unit types to choose from", 
			editor = "nested_list", default = false, base_class = "UnitTypeListWithWeights", },
		{ id = "UnitCountMin", name = "Unit Count Min", 
			editor = "number", default = false, min = 0, },
		{ id = "UnitCountMax", name = "Unit Count Max", 
			editor = "number", default = false, min = 0, },
	},
}

function EnemySquadUnit:GetError()
	if not self.weightedList then
		return "Choose at least one unit type"
	elseif not self.UnitCountMin or not self.UnitCountMax then
		return "Choose units count range (min-max)"
	elseif self.UnitCountMin > self.UnitCountMax then
		return "min should not be more than max"
	end
end

function EnemySquadUnit:GetEditorView()
	if self.weightedList then
		return tostring(self.UnitCountMin).."-"..tostring(self.UnitCountMax).." {"..table.concat(table.map(self.weightedList, "unitType"), "/").."}"
	end
end

DefineClass.EventOperationOutcome = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Weight", help = "Event 'Weight' when choose outcome", 
			editor = "number", default = false, },
		{ id = "Stat", name = "Unit Stat", help = "Weight depends from that stat", 
			editor = "choice", default = false, items = function (self) return GetUnitStatsCombo() end, },
		{ id = "Desending", help = "The way the weight  depends from the stat. Desending: heigher stat->lower weight", 
			editor = "bool", default = false, },
		{ id = "PopupId", 
			editor = "preset_id", default = false, preset_class = "PopupNotification", preset_group = "Outcome", },
		{ id = "Condition", 
			editor = "func", default = function (self,operation_id,sector, mercs)
return true
end, params = "self,operation_id,sector, mercs", },
		{ id = "Effect", 
			editor = "func", default = function (self,operation_id,sector, mercs)  end, params = "self,operation_id,sector, mercs", },
	},
	HasParameters = true,
	GlobalMap = "EventOperationsOutcomes",
	EditorMenubarName = "Event Operation Outcomes",
	EditorIcon = "CommonAssets/UI/Icons/delivery fast packing truck.png",
	EditorMenubar = "Scripting",
}

function EventOperationOutcome:GetWeight(operation_id, sector, mercs)
	if self.Weight and self.Weight>0 then 
		return self.Weight
	end
	local stat =  self.Stat
	if stat and mercs and #mercs>0 then
		local max_merc = table.max(mercs, function(m) return m[stat] end )
		local max_stat = max_merc[stat]
		return self.Descending and Min((100-max_stat), 20) or max_stat
	end
	return 0
end

DefineClass.Intel = {
	__parents = { "CampaignObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Id", 
			editor = "text", default = false, },
		{ id = "Description", 
			editor = "text", default = false, translate = true, },
		{ id = "Discoverable", 
			editor = "bool", default = true, },
		{ id = "discovered", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "sector_id", 
			editor = "text", default = false, no_edit = true, },
		{ id = "template_key", 
			editor = "text", default = false, no_edit = true, },
	},
}

function Intel:GetCampaignTemplate()
	if self.template_key and Game and Game.Campaign and CampaignPresets[Game.Campaign] then
		local campaign = CampaignPresets[Game.Campaign]
		local sector = table.find_value(campaign.Sectors, "Id", self.sector_id)
		return sector and sector.Intel and table.find_value(sector.Intel, "Id", self.Id)
	end
end

function Intel:LoadFirstPriorityProps(prop_data, obj)
	CampaignObject.LoadFirstPriorityProps(self, prop_data, obj)
	-- sector_id used when finding the intel template
	local idx = table.find(prop_data, "sector_id")
	if idx then
		obj.sector_id = prop_data[idx + 1]
	end
end

DefineClass.SatelliteSector = {
	__parents = { "CampaignObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "SetId", 
			editor = "func", default = function (self, id)
if self.modId then return end
self.name = id
CampaignObject.SetId(self, id)
end, no_edit = true, params = "self, id", },
		{ id = "Setdisplay_name", 
			editor = "func", default = function (self, display_name)
self.display_name = display_name
if self.modId then return end
if display_name then
	self.name = string.format("%s %s", self.Id, _InternalTranslate(display_name))
else
	self.name = self.Id
end
end, no_edit = true, params = "self, display_name", },
		{ id = "OnEditorSetProperty", 
			editor = "func", default = function (self, prop_id)
if not self.modId and prop_id == "Roads" or prop_id == "BlockTravel" then
	SatelliteSectorSetDirectionsProp(self, prop_id)
end
if g_SatelliteUI then
	g_SatelliteUI:UpdateSectorVisuals(self.Id)
end
if prop_id == "WeatherZone" then
	g_WeatherZones = false
end
end, no_edit = true, params = "self, prop_id", },
		{ category = "Data", id = "generated_hint", help = "<center>This is an automatically-generated empty sector.", 
			editor = "help", default = false, no_edit = function(self) return not self.generated end, },
		{ category = "Data", id = "inherited_hint", help = "<center>This is an inherited sector - use the button below to override it in this DLC.", 
			editor = "help", default = false, no_edit = function(self) return not self.inherited end, },
		{ category = "Data", id = "edit_sector_button", 
			editor = "buttons", default = false, buttons = { {name = "Edit sector", func = "EditGeneratedSector", is_hidden = function(self) if self.modId or config.ModdingToolsInUserMode then return true end

return IsKindOf(self, "GedMultiSelectAdapter") or not self.inherited and not self.generated end }, }, },
		{ id = "Id", 
			editor = "text", default = false, read_only = true, },
		{ category = "Underground", id = "HideUnderground", name = "Hide underground", 
			editor = "bool", default = false, no_edit = function(self) return self.GroundSector end, },
		{ category = "Underground", id = "CanGoUp", name = "Can go overground", help = "Whether this underground sector has a travel connection to its overground sector.", 
			editor = "bool", default = true, no_edit = function(self) return not self.GroundSector end, },
		{ category = "Underground", id = "underground_sector_buttons", 
			editor = "buttons", default = false, buttons = { {name = "Add underground sector", func = "AddUndergroundSector", is_hidden = function(self) if IsKindOf(self, "GedMultiSelectAdapter") then return true end

if self.modId or config.ModdingToolsInUserMode then return true end

local campaign = GetParentTableOfKind(self, "CampaignPreset")
return not self.Id or
			self.Id:ends_with("_Underground") or
		(campaign and table.find(campaign.Sectors, "Id", self.Id .. "_Underground")) end },  {name = "Select underground sector", func = "SelectUndergroundSector", is_hidden = function(self) if IsKindOf(self, "GedMultiSelectAdapter") then return true end

if self.modId or config.ModdingToolsInUserMode then return true end

local campaign = GetParentTableOfKind(self, "CampaignPreset")
return not self.Id or
			self.Id:ends_with("_Underground") or
		not (campaign and table.find(campaign.Sectors, "Id", self.Id .. "_Underground")) end },  {name = "Remove sector", func = "RemoveSector", is_hidden = function(self) if self.modId or config.ModdingToolsInUserMode then return true end

return IsKindOf(self, "GedMultiSelectAdapter") or not self.Id or self.inherited or not self.Id:ends_with("_Underground") end }, }, },
		{ id = "MapPosition", help = "delete me", 
			editor = "point", default = false, dont_save = true, no_edit = true, },
		{ id = "XMapPosition", 
			editor = "point", default = false, no_edit = true, },
		{ id = "IconMapPosition", 
			editor = "point", default = false, dont_save = true, no_edit = true, },
		{ id = "Map", name = "Map", 
			editor = "combo", default = false, items = function (self) return ListMaps() end, },
		{ id = "MapTier", name = "Tier", help = "Used in the 'PlayerIsInSectorsOfTier' conditional effect to, for example, spawn loot on the map.", 
			editor = "number", default = 0, scale = 10, step = 5, min = 0, max = 50, },
		{ id = "Label1", name = "Label 1", 
			editor = "text", default = false, no_edit = function(self) return config.ModdingToolsInUserMode end, },
		{ id = "modId", 
			editor = "text", default = false, no_edit = true, },
		{ id = "Label2", name = "Label 2", 
			editor = "text", default = false, no_edit = function(self) return config.ModdingToolsInUserMode end, },
		{ id = "RunLoyaltyLogic", name = "Run loyalty logic", help = "Whether this sector will grant/remove loyalty on conflict resolution", 
			editor = "bool", default = true, },
		{ id = "GroundSector", 
			editor = "text", default = false, no_edit = true, },
		{ id = "template_key", 
			editor = "text", default = false, read_only = true, no_edit = true, },
		{ id = "display_name", name = "Display name", 
			editor = "text", default = false, translate = true, context = SatelliteSectorLocContext(), },
		{ id = "Side", 
			editor = "combo", default = "enemy1", items = function (self) return Sides end, },
		{ id = "StickySide", name = "Sticky side", help = "Prevents changing the side of the sector unless it is forced from a conditinal effect or 'SatelliteSectorSetSide' with 'force' param.", 
			editor = "bool", default = false, },
		{ category = "Travel", id = "TerrainType", name = "Terrain type", help = "Terrain type modifies the travel time", 
			editor = "preset_id", default = "Savanna", 
			no_edit = function(self) return self.GroundSector end, preset_class = "SectorTerrain", },
		{ id = "WeatherZone", name = "Weather zone", help = "Weather Zone the sector belongs to. Sectors within the same Weather Zone have the same weather cycle.", 
			editor = "combo", default = "Default", items = function (self)
local campaignPreset
if self.modId then
	local modItem = GetParentTableOfKind(self, "ModItemSector")
	campaignPreset = modItem and CampaignPresets[modItem.campaignId]
else
	campaignPreset = GetCurrentCampaignPreset()
end
return campaignPreset and WeatherZoneCombo(campaignPreset) or {}
end, },
		{ category = "Travel", id = "Passability", 
			editor = "combo", default = "Land", 
			no_edit = function(self) return self.GroundSector end, items = function (self) return {"Land", "Water", "Land and Water", "Blocked"} end, },
		{ category = "City", id = "City", name = "Associated city", 
			editor = "combo", default = "none", items = function (self) return table.iappend({"none"}, table.map(GetCurrentCampaignPreset().Cities, "Id")) end, },
		{ category = "City", id = "ShowCity", name = "Show city name", help = "Whether to show the city name on the sector", 
			editor = "bool", default = false, },
		{ id = "reveal_allowed", help = "This sector can be revealed by the player, and traits on them are shown in the satellite view. At the start of the campaign mainland sectors are not visible.", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "never_autoresolve", name = "Never autoresolve", help = "Conflicts on this sector can never be autoresolved", 
			editor = "bool", default = false, },
		{ id = "discovered", name = "Discovered", help = "The player has been to this sector, or has started travelling to it via some method. In use only for underground sectors.", 
			editor = "bool", default = true, },
		{ category = "Conflict", id = "AutoResolveDefenderBonus", name = "AutoResolve defender bonus", help = "Percent by which defender power is increased in this sector", 
			editor = "number", default = 0, min = 0, },
		{ category = "Mine", id = "Mine", 
			editor = "bool", default = false, },
		{ category = "Mine", id = "DailyIncome", help = "Profit per day at 100% loyalty", 
			editor = "number", default = 1000, 
			no_edit = function(self) return not self.Mine end, min = 0, },
		{ id = "intel_progress", name = "Intel progress", 
			editor = "number", default = 0, no_edit = true, },
		{ category = "Mine", id = "Depletion", 
			editor = "bool", default = false, 
			no_edit = function(self) return not self.Mine end, },
		{ category = "Mine", id = "DepletionTime", help = "In how many days the mine will deplete. This should be randomized each game around this value.", 
			editor = "number", default = 90, 
			no_edit = function(self) return not self.Mine end, min = 1, max = 500, },
		{ category = "Mine", id = "mine_work_days", 
			editor = "number", default = false, no_edit = true, },
		{ category = "Mine", id = "mine_depleted", 
			editor = "bool", default = false, no_edit = true, },
		{ category = "Mine", id = "mine_enabled", 
			editor = "bool", default = true, no_edit = true, },
		{ category = "Mine", id = "income_mods", 
			editor = "prop_table", default = false, no_edit = true, },
		{ category = "Mine", id = "depletion_mods", 
			editor = "prop_table", default = false, no_edit = true, },
		{ category = "Hospital", id = "Hospital", 
			editor = "bool", default = false, 
			no_edit = function(self) return self.GroundSector end, },
		{ category = "Hospital", id = "HospitalLocked", name = "Hospital locked", 
			editor = "bool", default = false, 
			no_edit = function(self) return self.GroundSector end, },
		{ category = "Guardpost", id = "Guardpost", 
			editor = "bool", default = false, 
			no_edit = function(self) return self.GroundSector end, },
		{ category = "Guardpost", id = "PatrolRespawnTime", name = "Attack spawn (+24h preparation)", 
			editor = "number", default = 172800, 
			no_edit = function(self) return not self.Guardpost end, scale = "h", min = 0, },
		{ category = "Guardpost", id = "InitialSpawn", name = "Initial squad spawn", 
			editor = "bool", default = false, 
			no_edit = function(self) return not self.Guardpost end, },
		{ category = "Guardpost", id = "TargetSectors", name = "Target sectors", help = "Target sectors for spawned enemy squads.", 
			editor = "string_list", default = {}, 
			no_edit = function(self) return not self.Guardpost end, item_default = "", items = function (self) return GetCampaignSectorsCombo("") end, },
		{ category = "Guardpost", id = "ExtraDefenderSquads", name = "Extra defender squads", help = "Squads that will be spawned as extra defenders (4th shield)", 
			editor = "preset_id_list", default = {}, 
			no_edit = function(self) return not self.Guardpost end, preset_class = "EnemySquads", item_default = "", },
		{ category = "Guardpost", id = "EnemySquadsList", name = "Enemy squads list", help = "A random squad from the list will be chosen on guardpost spawn time", 
			editor = "preset_id_list", default = {}, 
			no_edit = function(self) return not self.Guardpost end, preset_class = "EnemySquads", item_default = "", },
		{ category = "Guardpost", id = "StrongEnemySquadsList", name = "Strong enemy squads list", help = 'When the guardpost performs a "strong attack" it will swap the currently primed squad with one from this array.', 
			editor = "preset_id_list", default = {}, 
			no_edit = function(self) return not self.Guardpost end, preset_class = "EnemySquads", item_default = "", },
		{ category = "Militia", id = "Militia", 
			editor = "bool", default = false, 
			no_edit = function(self) return self.GroundSector end, },
		{ category = "Militia", id = "MaxMilitia", 
			editor = "number", default = 8, 
			no_edit = function(self) return not self.Militia end, min = 1, max = 50, },
		{ category = "Militia", id = "MilitiaTrainingCost", name = "Training cost", 
			editor = "number", default = 750, 
			no_edit = function(self) return not self.Militia end, min = 1, max = 10000, },
		{ category = "Conflict", id = "ForceConflict", name = "Force conflict", 
			editor = "bool", default = false, },
		{ category = "Conflict", id = "InitialSquads", name = "Initial squads", 
			editor = "string_list", default = {}, item_default = "", items = function (self) return table.keys(EnemySquadDefs, true) end, },
		{ category = "Conflict", id = "CustomConflictDescr", name = "Custom conflict description", help = "The first time a conflict is initiated in this sector, this description preset will be shown.", 
			editor = "combo", default = false, items = function (self) return PresetGroupCombo("ConflictDescription", "Default") end, },
		{ category = "Militia", id = "militia_training", 
			editor = "bool", default = false, no_edit = true, },
		{ category = "Militia", id = "militia_training_progress", 
			editor = "number", default = 0, no_edit = true, },
		{ category = "Militia", id = "militia_squad_id", 
			editor = "number", default = false, no_edit = true, },
		{ category = "Militia", id = "militia_training_payed_cost", 
			editor = "number", default = false, no_edit = true, },
		{ category = "Operation", id = "training_stat", 
			editor = "text", default = false, no_edit = true, },
		{ category = "Operation", id = "custom_operations", 
			editor = "prop_table", default = false, no_edit = true, },
		{ category = "Operation", id = "operations_temp_data", help = "Temp data for assigned mercs before the actual operation start/change. Valid only when the UI is opened in  'change' mode.", 
			editor = "prop_table", default = false, dont_save = true, no_edit = true, },
		{ category = "Operation", id = "started_operations", help = "Started operations for the sector", 
			editor = "prop_table", default = false, no_edit = true, },
		{ id = "Intel", 
			editor = "bool", default = true, },
		{ id = "intel_discovered", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "player_visited", help = "Marked as visited when a player squad reaches the sector's center on the satellite.", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "autoresolve_disabled", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "InterestingSector", name = "Interesting sector", help = "Will be listed as one after GatherIntel operation completes and will start voice responses if passed by.", 
			editor = "bool", default = false, },
		{ id = "MinFlareCarriers", name = "Min flare carriers", help = "Minimum number of Roaming NPCs to carry a light during Night or Underground", 
			editor = "number", default = 1, slider = true, min = 0, max = 20, },
		{ id = "MaxFlareCarriers", name = "Max flare carriers", help = "Minimum number of Roaming NPCs to carry a light during Night or Underground", 
			editor = "number", default = 3, slider = true, min = function(self) return self.MinFlareCarriers end, max = function(self) return 20 end, },
		{ id = "RAndRAllowed", name = "R&R allowed", help = "R&R operation is available in this sector", 
			editor = "bool", default = false, },
		{ id = "RepairShop", name = "Repair shop", help = "Allows Craft Ammo, Craft Explosives operations in this sector", 
			editor = "bool", default = false, },
		{ category = "Travel", id = "bidirectionalRoadApply", name = "Apply roads to adjacent sectors", 
			editor = "bool", default = false, no_edit = function(self) return not self.modId end, },
		{ category = "Travel", id = "Roads", name = "Roads", help = "Roads only improve the quality of travel and lack of a road doesn't prevent travel between sectors", 
			editor = "directions_set", default = false, 
			no_edit = function(self) return self.GroundSector end, },
		{ category = "Travel", id = "ImpassableForEnemies", name = "Impassable for enemies", help = "Enemy squads can't pass through this sector", 
			editor = "bool", default = false, },
		{ category = "Diamond Briefcase", id = "ImpassableForDiamonds", name = "Impassable for diamonds", help = "Diamond shipments can't pass through this sector", 
			editor = "bool", default = false, },
		{ category = "Travel", id = "bidirectionalBlockApply", name = "Apply block travel to adjacent sectors", 
			editor = "bool", default = false, no_edit = function(self) return not self.modId end, },
		{ category = "Travel", id = "BlockTravel", name = "Block travel", help = "Blocks travel and adds ui indication for that in the satellite view (red/white line)", 
			editor = "directions_set", default = false, },
		{ category = "Travel", id = "BlockTravelRiver", name = "Block travel - invisible", help = "Blocks travel without displaying it on the sat view", 
			editor = "directions_set", default = false, 
			no_edit = function(self) return self.GroundSector end, },
		{ id = "sector_data", 
			editor = "text", default = false, no_edit = true, },
		{ id = "dead_units", help = "All dead units on the map before removing and converting them to bags. Used for adding their staff to the stash", 
			editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", },
		{ id = "sector_inventory", 
			editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", },
		{ id = "sector_repair_items", 
			editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", },
		{ id = "sector_repair_items_queued", 
			editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", },
		{ id = "sector_craft_ammo_items_queued", 
			editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", },
		{ id = "sector_craft_explosive_items_queued", 
			editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", },
		{ id = "conflict", 
			editor = "prop_table", default = false, no_edit = true, },
		{ id = "conflict_backup", 
			editor = "prop_table", default = false, no_edit = true, },
		{ id = "guardpost_obj", 
			editor = "nested_obj", default = false, no_edit = true, base_class = "GuardpostSessionObject", },
		{ id = "image", name = "Image", 
			editor = "ui_image", default = "UI/SatelliteView/SectorImages/_Highlands", image_preview_size = 200, },
		{ id = "override_loading_screen", 
			editor = "ui_image", default = false, no_edit = true, image_preview_size = 200, },
		{ category = "Events", id = "Events", 
			editor = "nested_list", default = false, base_class = "SectorEvent", },
		{ id = "ExecutedEvents", 
			editor = "prop_table", default = false, no_edit = true, },
		{ category = "Port", id = "Port", name = "Port", 
			editor = "bool", default = false, },
		{ category = "Port", id = "PortLocked", name = "Port locked", 
			editor = "bool", default = false, },
		{ category = "Port", id = "CanBeUsedForArrival", name = "Can be used for arrival", 
			editor = "bool", default = false, },
		{ category = "Port", id = "BobbyRayDeliveryCostMultiplier", name = "Bobby Ray delivery cost multiplier", 
			editor = "number", default = 100, no_edit = function(self) return not self.CanBeUsedForArrival end, scale = "%", },
		{ category = "Port", id = "SectorImagePreview", name = "Sector image preview", 
			editor = "ui_image", default = "UI/PDA/ss_i1.png", no_edit = function(self) return not self.CanBeUsedForArrival end, },
		{ category = "Diamond Briefcase", id = "DBSourceSector", name = "Source sector", help = "Travelling squads carrying diamond shipments will spawn on this sector.", 
			editor = "bool", default = false, },
		{ category = "Diamond Briefcase", id = "DBDestinationSector", name = "Destination sector", help = "Travelling squads carrying diamond shipments will path to this sector.", 
			editor = "bool", default = false, },
		{ category = "Diamond Briefcase", id = "DBRecalc", help = "You only need to run this once when applying multiple changes. It will take a while!", 
			editor = "buttons", default = false, buttons = { {name = "Recalculate Diamond Routes", func = "GenerateDBCacheStatic", is_hidden = function(self) return config.ModdingToolsInUserMode end }, }, },
		{ category = "Port", id = "PricePerTile", name = "Price per tile", 
			editor = "number", default = false, },
		{ id = "enabled_auto_deploy", 
			editor = "bool", default = true, no_edit = true, },
		{ id = "awareness_sequence", name = "Awareness sequence", 
			editor = "choice", default = "Standard", items = function (self) return { "Standard", "Skip Setpiece", "Skip All" } end, },
		{ id = "last_enter_campaign_time", 
			editor = "number", default = 0, no_edit = true, },
		{ id = "last_own_campaign_time", 
			editor = "number", default = 0, no_edit = true, },
		{ category = "Music", id = "MusicCombat", name = "Music combat", help = "Music in turn based mode", 
			editor = "combo", default = "Battle_Easy", items = function (self) return PresetsCombo("RadioStationPreset") end, },
		{ category = "Music", id = "MusicConflict", name = "Music conflict", help = "In real time exploration but the sector is still in conflict", 
			editor = "combo", default = "Village_Conflict", items = function (self) return PresetsCombo("RadioStationPreset") end, },
		{ category = "Music", id = "MusicExploration", name = "Music exploration", help = "Real time exploration and there is no conflict in the sector", 
			editor = "combo", default = "Jungle_Exploration", items = function (self) return PresetsCombo("RadioStationPreset") end, },
		{ category = "Squads", id = "enemy_squads", 
			editor = "nested_list", default = false, dont_save = true, no_edit = true, base_class = "SatelliteSquad", },
		{ category = "Squads", id = "ally_squads", 
			editor = "nested_list", default = false, dont_save = true, no_edit = true, base_class = "SatelliteSquad", },
		{ category = "Squads", id = "underground_squads", 
			editor = "nested_list", default = false, dont_save = true, no_edit = true, base_class = "SatelliteSquad", },
		{ category = "Squads", id = "ally_and_militia_squads", 
			editor = "nested_list", default = false, dont_save = true, no_edit = true, base_class = "SatelliteSquad", },
		{ category = "Squads", id = "all_squads", 
			editor = "nested_list", default = false, dont_save = true, no_edit = true, base_class = "SatelliteSquad", },
		{ category = "Warning State", id = "warningStateEnabled", name = "Enable warning state", help = "If enabled the first time you are discovered by enemies you will enter a Warning State.\nA timer is set. Enemies become neutral until the timer expires. And effects can be executed.", 
			editor = "bool", default = false, },
		{ category = "Warning State", id = "warningReceived", name = "Warning received", 
			editor = "bool", default = false, no_edit = true, },
		{ category = "Warning State", id = "inWarningState", 
			editor = "bool", default = false, no_edit = true, },
		{ category = "Warning State", id = "warningTimerText", name = "Warning timer text", help = "Text to display when the Warning State is active.", 
			editor = "text", default = T(888882045986, --[[ClassDef Satellite View SatelliteSector default]] "Exit the Area"), no_edit = function(self) return not self.warningStateEnabled end, translate = true, },
		{ category = "Warning State", id = "warningStateTimer", name = "Warning state timer", help = "How long (sec) will the Warning State hold.", 
			editor = "number", default = 30000, no_edit = function(self) return not self.warningStateEnabled end, scale = "sec", min = 0, },
		{ category = "Warning State", id = "warningBanters", name = "Warning banters", help = "List of banters from which to choose one to play when spotted by the nearest enemy.", 
			editor = "preset_id_list", default = {}, no_edit = function(self) return not self.warningStateEnabled end, preset_class = "BanterDef", item_default = "", },
		{ category = "Combat Tasks", id = "combatTaskGenerate", name = "When to generate", help = "When to generate Combat Tasks. Chances and cooldowns are independant and are always taken into account.", 
			editor = "choice", default = "always", items = function (self) return {"always", "afterFirstConflict", "never"} end, },
		{ category = "Combat Tasks", id = "combatTaskAmount", name = "Maximum amount", help = "Maximum Combat Tasks that can be given.", 
			editor = "number", default = 1, min = 0, },
		{ category = "Combat Tasks", id = "firstConflictWon", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "conflictLoyaltyGained", help = "Checks whether to give loyalty on Conflict Win. Resets on sector lost and sector defended.", 
			editor = "bool", default = false, no_edit = true, },
	},
	EditorView = Untranslated("<if_any(inherited,generated)><color 128 128 128></if><Id><opt(u(display_name),' ','')><if(inherited)> [inherited]</if><if(generated)> [generated - empty]</if>"),
	FilterClass = "SatelliteSectorGedFilter",
	generated = false,
	inherited = false,
}

function SatelliteSector:GetError()
	local errors = {}
	
	if self.Guardpost and not next(self.EnemySquadsList) then
		table.insert(errors, string.format("%s: Please select at least one enemy squad for guardpost", self.Id))
	elseif self.Guardpost then
		for _, squad in ipairs(self.EnemySquadsList) do
			if squad == "" then
				table.insert(errors, string.format("Please remove empty entries from guardpost enemy squads", self.Id))
				break
			end
		end
	end
	
	local radios = Presets.RadioStationPreset["Default"]
	if not radios[self.MusicCombat] then
		table.insert(errors, string.format("%s: '%s' Music Combat radio station is invalid!", self.Id, self.MusicCombat))
	end
	if not radios[self.MusicConflict] then
		table.insert(errors, string.format("%s: '%s' Music Conflict radio station is invalid!", self.Id, self.MusicConflict))
	end
	if not radios[self.MusicExploration] then
		table.insert(errors, string.format("%s: '%s' Music Exploration radio station is invalid!", self.Id, self.MusicExploration))
	end
	
	local mapdata = MapData[self.Map]
	local region = mapdata and mapdata.Region
	if region and GameStateDefs[region].WeatherCycle and not self.WeatherZone then
		table.insert(errors, string.format("Sectors from region %s need to have WeatherZone defined", region))
	end
	
	return next(errors) and table.concat(errors, "\n") or nil
end

function SatelliteSector:OnEditorNew(parent, ged, is_paste)
	if parent.mod and IsKindOf(parent, "ModItemSector") then
		self.Id = parent.sectorId
		self.Map = parent:GetMapName()
		self.modId = parent.mod.id
		self.bidirectionalRoadApply = true
		self.bidirectionalBlockApply = true
		parent.SatelliteSectorObj = self
		parent:PostLoad()
	end
end

function SatelliteSector:EditGeneratedSector(root, prop_id, ged)
	self.inherited = nil
	self.generated = nil
	ObjModified(self)
	ged:SetUiStatus("editing_sector", "Editing sector...")
	if g_SatelliteUI then
		g_SatelliteUI:RebuildSectorGrid()
	end
	ged:SetUiStatus("editing_sector")
end

function SatelliteSector:AddUndergroundSector(root, prop_id, ged)
	CreateRealTimeThread(function()
		local id = self.Id .. "_Underground"
		local sector = PlaceObject("SatelliteSector")
		sector.GroundSector = self.Id
		sector:SetId(id)
		
		local sectors = GetParentTable(self)
		local idx = table.find(sectors, "Id", self.Id) + 1
		table.insert(sectors, idx, sector)
		UpdateParentTable(sector, sectors)
		
		ged:SetUiStatus("add_sector", "Adding sector...")
		CreateSessionCampaignObject(sector, SatelliteSector, gv_Sectors, "Sectors")
		if g_SatelliteUI then
			g_SatelliteUI:RebuildSectorGrid()
		end
		ObjModified(sectors)
		Sleep(100)
		ged:SetSelection("root", { idx }, nil, "notify")
		ged:SetUiStatus("add_sector")
	end)
end

function SatelliteSector:SelectUndergroundSector(root, prop_id, ged)
	CreateRealTimeThread(function()
		ged:ResetFilter("root")
		Sleep(100)
		ged:SetSelection("root", { table.find(GetParentTable(self), "Id", self.Id .. "_Underground") }, nil, "notify")
	end)
end

function SatelliteSector:RemoveSector(root, prop_id, ged)
	CreateRealTimeThread(function()
		local sectors = GetParentTable(self)
		table.remove_value(sectors, self)
		GetParentTableOfKind(self, "CampaignPreset"):PostLoad() -- rerun sector inheritance
		if not table.find(sectors, "Id", self.Id) then
			DeleteSessionCampaignObject(self, SatelliteSector, gv_Sectors)
		end
		
		ged:SetUiStatus("remove_sector", "Removing sector...")
		if g_SatelliteUI then
			g_SatelliteUI:RebuildSectorGrid()
		end
		ObjModified(sectors)
		Sleep(100)
		ged:SetSelection("root", { table.find(GetParentTable(self), "Id", self.Id:gsub("_Underground", "")) }, nil, "notify")
		ged:SetUiStatus("remove_sector")
	end)
end

function SatelliteSector:GenerateDBCacheStatic(root, prop_id, ged)
	GenerateDynamicDBPathCache("save", ged)
end

function SatelliteSector:GetTravelPrice(squad)
	local cost = self.PricePerTile or const.Satellite.DefaultPortPricePerTile
	local discounts = false
	
	local cityHere = gv_Cities[self.City]
	if cityHere and cityHere.Loyalty > 0 then
			local discount = Lerp(0, 50, cityHere.Loyalty, 100)
			cost = cost - MulDivRound(cost, discount, 100)
			
			if not discounts then discounts = {} end
			discounts[#discounts + 1] = {
				label = T(342530626078, "Loyalty"),
				percent = discount
			}
	end
	
	if IsKindOf(squad, "SatelliteSquad") then
		for _, id in ipairs(squad.units) do
			local unit = gv_UnitData[id]
			if HasPerk(unit, "Negotiator") then
				local discount = CharacterEffectDefs.Negotiator:ResolveValue("discountPercent")
				if not discounts then discounts = {} end
				discounts[#discounts + 1] = {
					label = T{542222741234, "<Nick> <em>(<perkName>)</em>", Nick = unit.Nick, perkName = CharacterEffectDefs.Negotiator.DisplayName},
					percent = discount,
				}
				cost = cost - MulDivRound(cost, discount, 100)
				break
			end
		end
	end
	
	return cost, discounts
end

function SatelliteSector:IsReadOnly()
	return self.generated or self.inherited or (config.ModdingToolsInUserMode and not self.modId)
end

DefineClass.SatelliteSectorGedFilter = {
	__parents = { "GedFilter", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "HideGenerated", name = "Hide inherited/empty", 
			editor = "bool", default = false, },
		{ id = "City", 
			editor = "choice", default = "don't care", items = function (self) return table.iappend({"don't care", "any", "none"}, table.map(GetCurrentCampaignPreset().Cities, "Id")) end, },
		{ id = "Mine", 
			editor = "choice", default = "don't care", items = function (self) return { true, false, "don't care" } end, },
		{ id = "Events", 
			editor = "choice", default = "don't care", items = function (self) return { true, false, "don't care" } end, },
		{ id = "Guardpost", 
			editor = "choice", default = "don't care", items = function (self) return { true, false, "don't care" } end, },
		{ id = "Region", 
			editor = "choice", default = "don't care", items = function (self) return PresetsCombo("GameStateDef", "region", "don't care") end, },
		{ id = "Port", 
			editor = "choice", default = "don't care", items = function (self) return { true, false, "don't care" } end, },
		{ id = "Militia", 
			editor = "choice", default = "don't care", items = function (self) return { true, false, "don't care" } end, },
		{ id = "Music", 
			editor = "choice", default = false, items = function (self) return PresetsCombo("RadioStationPreset") end, },
		{ id = "Weather", 
			editor = "text", default = false, },
	},
}

function SatelliteSectorGedFilter:FilterObject(sector)
	if self.HideGenerated and (sector.inherited or sector.generated) then return false end
	if self.Mine ~= "don't care" and self.Mine ~= sector.Mine then return false end
	if self.Guardpost ~= "don't care" and self.Guardpost ~= sector.Guardpost then return false end
	if self.City == "any" then
		if sector.City == "none" then return false end
	elseif self.City ~= "don't care" and self.City ~= sector.City then return false end
	if self.Events ~= "don't care" and self.Events ~= (sector.Events and #sector.Events > 0) then return false end
	if self.Region ~= "don't care" then
	  local region = sector.Map and MapData[sector.Map] and MapData[sector.Map].Region
	  if self.Region ~= region then return false end
	end
	if self.Port ~= "don't care" and self.Port ~= sector.Port then
		return false
	end
	if self.Militia ~= "don't care" and self.Militia ~= sector.Militia then
		return false
	end
	
	if self.Music then
		local music_match
		if sector.MusicCombat and string.match(sector.MusicCombat, self.Music) then
			music_match = true
		end
		if sector.MusicConflict and string.match(sector.MusicConflict, self.Music) then
			music_match = true
		end
		if sector.MusicExploration and string.match(sector.MusicExploration, self.Music) then
			music_match = true
		end
		if not music_match then
			return false
		end
	end
	
	if self.Weather then
		if not (sector.WeatherZone and string.match(string.lower(sector.WeatherZone), string.lower(self.Weather)) )then
			return false
		end
	end
	
	return true
end

DefineClass.SatelliteSquad = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Side", 
			editor = "combo", default = "enemy1", items = function (self) return Sides end, },
		{ id = "Name", 
			editor = "text", default = false, },
		{ id = "image", 
			editor = "text", default = false, },
		{ id = "UniqueId", 
			editor = "number", default = false, },
		{ id = "CurrentSector", 
			editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
		{ id = "PreviousSector", 
			editor = "text", default = false, no_edit = true, },
		{ id = "PreviousLandSector", 
			editor = "text", default = false, no_edit = true, },
		{ id = "Sleep", 
			editor = "bool", default = false, },
		{ id = "Retreat", 
			editor = "bool", default = false, },
		{ id = "VisualPos", 
			editor = "point", default = false, },
		{ id = "XVisualPos", 
			editor = "point", default = false, },
		{ id = "route", 
			editor = "prop_table", default = false, },
		{ id = "water_route", 
			editor = "prop_table", default = false, },
		{ id = "water_travel", 
			editor = "bool", default = false, },
		{ id = "returning_water_travel", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "water_travel_rest_timer", 
			editor = "number", default = 0, },
		{ id = "traversing_shortcut_start", 
			editor = "number", default = false, },
		{ id = "traversing_shortcut_start_sId", 
			editor = "text", default = false, translate = true, },
		{ id = "traversing_shortcut_water", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "uninterruptable_travel", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "joining_squad", 
			editor = "number", default = false, },
		{ id = "units", 
			editor = "prop_table", default = false, },
		{ id = "militia", help = "Militia squad", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "arrival_squad", help = "Squad not on the map yet", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "diamond_briefcase", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "shipment_preset_id", 
			editor = "text", default = false, no_edit = true, translate = true, },
		{ id = "guardpost", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "diamond_briefcase_dynamic", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "always_visible", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "villain", help = "Villain squad", 
			editor = "bool", default = false, no_edit = true, },
		{ id = "ref", help = "Used by UI in objects which pretend to be squads, because of duck typing it needs to be in the squad definition as well", 
			editor = "bool", default = false, dont_save = true, read_only = true, no_edit = true, },
		{ id = "enemy_squad_def", 
			editor = "text", default = false, no_edit = true, },
		{ id = "wait_in_sector", 
			editor = "number", default = false, no_edit = true, },
		{ id = "arrive_in_sector", 
			editor = "prop_table", default = false, no_edit = true, },
		{ id = "vrForActivity", 
			editor = "prop_table", default = false, },
		{ id = "squad_bag", 
			editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", },
		{ id = "on_reach_quest", 
			editor = "text", default = false, no_edit = true, },
		{ id = "on_reach_var", 
			editor = "prop_table", default = false, no_edit = true, },
	},
}

function SatelliteSquad:CancelTravel()
	NetSyncEvent("SquadCancelTravel", self.UniqueId)
end

DefineClass.SectorOperation = {
	__parents = { "Preset", "CampaignSpecific", },
	__generated_by_class = "PresetDef",

	properties = {
		{ id = "Custom", help = "Custom operations show only certain properties", 
			editor = "bool", default = true, },
		{ id = "CustomRepeat", name = "Repeat", help = "Operation reamains enabled on completion and can be performed again", 
			editor = "bool", default = false, 
			no_edit = function(self) return not self.Custom end, },
		{ id = "operation_type", name = "Type", help = "Operation categories by action", 
			editor = "set", default = false, items = function (self) return {"Healing"} end, },
		{ id = "display_name", name = "Display name", 
			editor = "text", default = false, translate = true, },
		{ id = "short_name", name = "Short Name", 
			editor = "text", default = T(814680295449, --[[PresetDef SectorOperation default]] "Operation"), translate = true, },
		{ id = "sub_title", name = "Sub Title", 
			editor = "text", default = false, translate = true, },
		{ id = "progress_sub_title", name = "Sub Title in Progress", 
			editor = "text", default = false, translate = true, },
		{ id = "description", name = "Description", 
			editor = "text", default = false, translate = true, },
		{ id = "log_msg_start", name = "LogMsgOnStart", help = "Log message on operation start", 
			editor = "text", default = "", translate = true, },
		{ id = "image", name = "Image", 
			editor = "ui_image", default = false, },
		{ id = "icon", name = "Icon", help = "Satellite view on-screen merc icon", 
			editor = "ui_image", default = false, },
		{ id = "Professions", 
			editor = "nested_list", default = false, base_class = "SectorOperationProfession", auto_expand = true, },
		{ id = "ShowInCombatBadge", help = "Show in Combat Badge", 
			editor = "bool", default = true, },
		{ id = "ShowPauseProgress", help = "Show saved operation progress when no mercs are attached", 
			editor = "bool", default = false, },
		{ id = "error_msg", name = "ErrorMessage", 
			editor = "text", default = false, translate = true, },
		{ id = "RequiredItem", name = "Required Item", 
			editor = "combo", default = false, items = function (self) return table.keys2(InventoryItemDefs, "sorted", "") end, },
		{ id = "RequiredResources", 
			editor = "string_list", default = {}, item_default = "Money", items = function (self)
local items = table.imap(SectorOperationResouces, "id")
table.sort(items)
return  items
end, },
		{ id = "GetSectorSlots", help = "Maximum merc slots per profession for this operation in the sector", 
			editor = "func", default = function (self, prof, sector)
return 1
end, params = "self, prof, sector", },
		{ id = "related_stat", name = "Associated Stat", help = "Stat which is used to advance the operation per tick (50 for no selected stat)", 
			editor = "combo", default = false, items = function (self) return UnitPropertiesStats:GetProperties() end, },
		{ id = "related_stat_2", name = "Second Associated Stat", help = "Between the two stats - the one with higher value is counted", 
			editor = "combo", default = false, items = function (self) return UnitPropertiesStats:GetProperties() end, },
		{ id = "min_requirement_stat", name = "Min Requirement Stat", help = "Given Stat at given value required for mercs to be able to perform the operation", 
			editor = "combo", default = false, items = function (self) return UnitPropertiesStats:GetProperties() end, },
		{ id = "min_requirement_stat_value", name = "Min Requirement Value", help = "Min value of the stat required for mercs to be able to perform the operation", 
			editor = "number", default = 0, },
		{ id = "target_contribution", name = "Target Contribution", help = "Each tick the merc contributes his Associated Stat (or 50 if no stat is set) towards a value that has to reach Target Contribution to finish the Operation", 
			editor = "number", default = 1000, },
		{ id = "target_example", name = "Target Example Time", help = "The time (in hours) it would take for a full set of mercs with stat 100 to finish the operation.", 
			editor = "number", default = 1000, dont_save = true, read_only = true, },
		{ id = "bonus_perks", name = "Bonus Perks", help = "Each perk provides additional contribution", 
			editor = "nested_list", default = false, base_class = "SectorOperationBonusPerk", auto_expand = true, },
		{ id = "Tick", name = "Tick", 
			editor = "func", default = function (self, merc)
local sector = merc:GetSector()
local progress_per_tick = self:ProgressPerTick(merc)
if CheatEnabled("FastActivity") then
	progress_per_tick = progress_per_tick*100
end
self:ModifyProgress(progress_per_tick, sector)
self:CheckCompleted(merc, sector)
end, params = "self, merc", },
		{ id = "SectorMercsTick", name = "SectorMercsTick", 
			editor = "func", default = function (self, merc)  end, params = "self, merc", },
		{ id = "CheckCompleted", 
			editor = "func", default = function (self, merc, sector)
if self:ProgressCurrent(merc, sector) >= self:ProgressCompleteThreshold(merc, sector) then
	self:Complete(sector)
end
end, params = "self, merc, sector", },
		{ id = "Complete", 
			editor = "func", default = function (self, sector)
local mercs = GetOperationProfessionals(sector.Id, self.id)
local merc_names = {}
for _, merc in ipairs(mercs) do
	merc_names[#merc_names + 1] = merc.Nick
	merc:SetCurrentOperation("Idle")
end
self:OnComplete(sector, mercs)
if next(merc_names) then
	CombatLog("important", T{352089713704, "<em><mercs></em> finished <em><activity></em> in <SectorName(sector)>", mercs = ConcatListWithAnd(merc_names),activity = self.display_name, sector = sector})
end
Msg("OperationCompleted", self, mercs, sector)
end, params = "self, sector", },
		{ id = "OnComplete", 
			editor = "func", default = function (self, sector, mercs)
if self.Custom then
	local ca = sector.custom_operations[self.id]
	if not self.CustomRepeat then
		ca.status = "completed"
	else	
		ca.progress = 0
	end
	local script = ca.EffectsOnSuccess
	if script then
		ExecuteEffectList(script)
	end
	local loot_table =  ca.LootTableId
	if loot_table then
		local apply = ca.GrantItemApply
		local units= apply=="all" and mercs or {mercs[1]}
		for _, unit in ipairs(units) do
			local items = {}
			local loot_tbl = LootDefs[loot_table]
			if loot_tbl then
				loot_tbl:GenerateLoot(self, {}, unit:Random(), items)
				--self.GrantedItemsTextUI = GetItemsNamesText(items)
				local squad = unit.Squad
				local all_squad_mercs = gv_Squads[squad].units
				
				AddItemsToSquadBag(unit.Squad, items)				
				if #items>0 then
					unit:AddItemsToInventory(items)
				end
				if #items>0 then
					--give to all mercs from the squad
					for idx, merc in ipairs(all_squad_mercs) do
						if #items<=0 then break end
						local u = gv_UnitData[merc]
						u:AddItemsToInventory(items)
					end
				end
				if #items > 0 then
					local stash = GetSectorInventory(sector.Id)		
					if stash then 
						AddItemsToInventory(stash, items, true)
					end
				end

				if #items>0 then
						CombatLog("important", T{825769344536, "Inventory full. <name> can not grant all items",  name = unit:GetDisplayName()})
				end
			end
		end
	end
end
end, params = "self, sector, mercs", },
		{ id = "ProgressPerTick", name = "ProgressPerTick", 
			editor = "func", default = function (self, merc, prediction)
if self.Custom then
	local bonus = 0
	local perks = self.bonus_perks
	for _, bp in ipairs(self.bonus_perks or empty_table) do
		if HasPerk(merc, bp.perk) then
			bonus = bonus + bp.bonus
		end
	end
	local _, val = self:GetRelatedStat(merc)
	return (val or 50) + bonus
end
return 0
end, params = "self, merc, prediction", },
		{ id = "ProgressCompleteThreshold", 
			editor = "func", default = function (self, merc, sector, prediction)
if self.Custom then
	return self.target_contribution
end
return 0
end, params = "self, merc, sector, prediction", },
		{ id = "ProgressCurrent", 
			editor = "func", default = function (self, merc, sector, prediction)
return self.Custom and sector.custom_operations and sector.custom_operations[self.id] and sector.custom_operations[self.id].progress or -1
end, params = "self, merc, sector, prediction", },
		{ id = "OnSetOperation", name = "OnSetOperation", 
			editor = "func", default = function (self, merc, arg)  end, params = "self, merc, arg", },
		{ id = "OnRemoveOperation", name = "OnRemoveOperation", 
			editor = "func", default = function (self, merc)  end, params = "self, merc", },
		{ id = "OnMove", name = "OnMove", 
			editor = "func", default = function (self, merc,already_synced)
local operation_id = self.id
if  operation_id== "Traveling" or operation_id == "Idle" or operation_id== "Arriving" then
	return 
end
local sector = merc:GetSector()
local mercs = GetOperationProfessionals(sector.Id, operation_id,false, merc.session_id)

if #mercs<=0 then
	if already_synced then
		local event_id =  GetOperationEventId(merc, operation_id)
		RemoveTimelineEvent(event_id)
		NetSyncEvents.InterruptSectorOperation(sector.Id,operation_id)				
	else
		NetSyncEvent("InterruptSectorOperation", sector.Id,operation_id)				
	end	
	Msg("OperationCompleted", SectorOperations[operation_id], mercs, sector)
end
end, params = "self, merc,already_synced", },
		{ id = "GetOperationCost", 
			editor = "func", default = function (self, merc, profession, idx)
return {}
end, params = "self, merc, profession, idx", },
		{ id = "FilterAvailable", 
			editor = "func", default = function (self, merc, profession)
return not self.min_requirement_stat or merc[self.min_requirement_stat] >= self.min_requirement_stat_value
end, params = "self, merc, profession", },
		{ id = "CanPerformOperation", 
			editor = "func", default = function (self, merc, profession)
return self:CanPerformOperationBase(merc, profession)
end, 
			no_edit = function(self) return self.Custom end, params = "self, merc, profession", },
		{ id = "CanPerformOperationBase", 
			editor = "func", default = function (self, merc, profession)
local cost = self:GetOperationCost(merc, profession)
if not CanPayOperation(cost, merc:GetSector()) then
	return "OperationResourceError", {activity = self.display_name}
elseif merc:IsTravelling() then
	return "OperationTravelError", {activity = self.display_name}
elseif self.RequiredItem and not merc:HasItem(self.RequiredItem) then
	return "OperationMissingItemError", {activity = self.display_name, item = InventoryItemDefs[self.RequiredItem].DisplayName}
end
end, no_edit = true, 
			no_edit = function(self) return self.Custom end, params = "self, merc, profession", },
		{ id = "HasOperation", 
			editor = "func", default = function (self, sector)
if self.Custom then
	return sector.custom_operations and sector.custom_operations[self.id] and
		sector.custom_operations[self.id].status == "enabled"
end
return true
end, 
			no_edit = function(self) return self.Custom end, params = "self, sector", },
		{ id = "IsEnabled", 
			editor = "func", default = function (self, sector)
return true
end, 
			no_edit = function(self) return self.Custom end, params = "self, sector", },
		{ id = "GetDescription", 
			editor = "func", default = function (self, merc)
return self.description
end, 
			no_edit = function(self) return self.Custom end, params = "self, merc", },
		{ id = "GetTimelineEventDescription", 
			editor = "func", default = function (self, sector_id, eventcontext)
local mercs
local professionId = self.Professions and self.Professions[1] and self.Professions[1].id
if eventcontext.mercs then
	mercs = table.map(eventcontext.mercs, function(id) return gv_UnitData[id].Nick end)
else
	mercs = GetOperationProfessionalsGroupedByProfession(sector_id, self.id)
	mercs = table.map(professionId and mercs[professionId] or mercs, "Nick")
end
mercs = ConcatListWithAnd(mercs)
return T{366696912627, "<em><mercs></em> will finish <activityName>.", mercs = mercs, activityName = self.display_name}
end, params = "self, sector_id, eventcontext", },
		{ id = "GetAssignMessage", 
			editor = "func", default = function (self, nameCombination, costTexts)
costTexts = T(210127148759, "<newline>It will cost ") .. table.concat(costTexts, T(642697486575, ", ")) .. T(194271688304, ".")
return T{810287359580, "Do you want to assign mercs - <names> to this Operation? <costTexts>", names = nameCombination, costTexts = costTexts}
end, 
			no_edit = function(self) return self.Custom end, params = "self, nameCombination, costTexts", },
		{ id = "SectorOperationStats", 
			editor = "func", default = function (self, sector, check_only)
if self.Custom then
	local lines = {}				
	if self.min_requirement_stat and self.min_requirement_stat_value then
		local prop = table.find_value(UnitPropertiesStats:GetProperties(), "id", self.min_requirement_stat)
		if check_only then return true end
		lines[#lines + 1] = {text = T{300232421689, "Min Required <name>", name = prop.name}, value = T{139355455984, "<min_requirement_stat_value>",self}}					
	end
	local progressVal = MulDivTrunc(self:ProgressCurrent(nil, sector) or 0, 100, self:ProgressCompleteThreshold(nil, sector))
	if check_only then return true end
	lines[#lines + 1] = {text = T(349715428104, "Current Progress"), value = T{257328164584, "<percent(value)>", value = progressVal}}
	return lines, progressVal
end
return false, false
end, 
			no_edit = function(self) return self.Custom end, params = "self, sector, check_only", },
		{ id = "GetErrorMessage", 
			editor = "func", default = function (self, merc)
local genericError = self:CanPerformOperation(merc)
if genericError and self.error_msg then
	return self.error_msg
end
if genericError == "OperationMissingItemError" then
	return T{996660950207, "Missing required item <ItemName(RequiredItem)>.", self}
end
if genericError then
	return Untranslated(genericError)
end

return false
end, 
			no_edit = function(self) return self.Custom end, params = "self, merc", },
		{ id = "ModifyProgress", 
			editor = "func", default = function (self, value, sector)
if self.Custom then
	local ac = sector.custom_operations and sector.custom_operations[self.id]
	if ac then
		ac.progress = ac.progress + value
	end
end
end, 
			no_edit = function(self) return self.Custom end, params = "self, value, sector", },
		{ id = "BoostProgress", 
			editor = "func", default = function (self, perc, sector)
local progress = self:ProgressCompleteThreshold(nil,sector) * perc / 100
self:ModifyProgress(Min(progress, self:ProgressCompleteThreshold(nil, sector) - self:ProgressCurrent(nil, sector)), sector)
ObjModified(sector)
end, no_edit = true, 
			no_edit = function(self) return self.Custom end, params = "self, perc, sector", },
		{ id = "GetRelatedStat", 
			editor = "func", default = function (self, merc, sector)
local stat1 = self.related_stat
local stat2 = self.related_stat_2
if stat1 or stat2 then
	local stat = stat1
	if not stat1 or (stat2 and merc[stat2] > merc[stat1]) then
		stat = stat2
	end
	return stat, merc[stat]
end
end, params = "self, merc, sector", },
	},
	HasSortKey = true,
	HasParameters = true,
	GlobalMap = "SectorOperations",
	EditorMenubarName = "Sector Operations",
	EditorIcon = "CommonAssets/UI/Icons/location marker pin.png",
	EditorMenubar = "Scripting",
	EditorMenubarSortKey = "4500",
	Documentation = "Creates a new sector operation that could be accessed through the sector operation menu. Allows adding new quests along with setting up variables that are related to them.",
}

DefineModItemPreset("SectorOperation", { EditorName = "Sector operation", EditorSubmenu = "Campaign & Maps" })

function SectorOperation:Gettarget_example()
	return self.target_contribution / (4*self:GetSectorSlots()*100)
end

DefineClass.SectorOperationBonusPerk = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "perk", name = "Perk", help = "Mercs with this perk provide bonus contribution per tick", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
	return preset.object_class == "Perk"
end, 
},
		{ id = "bonus", name = "Bonus", help = "Value of the bonus contribution per tick", 
			editor = "number", default = false, },
	},
}

DefineClass.SectorOperationProfession = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "id", name = "Id", help = "Profession", 
			editor = "text", default = false, },
		{ id = "display_name", name = "Display Name", help = "Profession", 
			editor = "text", default = false, translate = true, },
		{ id = "description", name = "Description", help = "Profession", 
			editor = "text", default = false, translate = true, },
		{ id = "display_name_all_caps", name = "Display Name All Caps", help = "Profession", 
			editor = "text", default = false, translate = true, },
		{ id = "display_name_plural", name = "Display Name Plural", help = "Profession", 
			editor = "text", default = false, translate = true, },
		{ id = "display_name_plural_all_caps", name = "Display Name Plural All Caps", help = "Profession", 
			editor = "text", default = false, translate = true, },
	},
}