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Decoupling and generalization of templates
Improvement for factions and templates which will allow decoupling of the templates from the actual units - Implement UnitGroup class which matches unit_types and possible templates as the needed abstraction layer for decoupling. - Refactor UnitType, Add ShipUnitType and all ships we currently use - Remove serialized template.json and migrated to multiple yaml templates (one for each template) and multiple .miz - Reorganized a lot of templates and started with generalization of many types (AAA, Flak, SHORAD, Navy) - Fixed a lot of bugs from the previous reworks (group name generation, strike targets...) - Reorganized the faction file completly. removed redundant lists, added presets for complex groups / families of units like sams - Reworked the building template handling. Some templates are unused like "village" - Reworked how groups from templates can be merged again for the dcs group creation (e.g. the skynet plugin requires them to be in the same group) - Allow to define alternative tasks
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@@ -14,7 +14,7 @@ from dcs import Point, vehicles
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from game import Game
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from game.config import REWARDS
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from game.data.building_data import FORTIFICATION_BUILDINGS
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from game.data.groundunitclass import GroundUnitClass
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from game.data.units import UnitClass
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from game.dcs.groundunittype import GroundUnitType
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from game.theater import ControlPoint, TheaterGroundObject
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from game.theater.theatergroundobject import (
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@@ -181,8 +181,11 @@ class QGroundObjectMenu(QDialog):
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return
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for u in self.ground_object.units:
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# Hack: Unknown variant.
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unit_type = next(GroundUnitType.for_dcs_type(vehicles.vehicle_map[u.type]))
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total_value += unit_type.price
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if u.type in vehicles.vehicle_map:
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unit_type = next(
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GroundUnitType.for_dcs_type(vehicles.vehicle_map[u.type])
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)
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total_value += unit_type.price
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if self.sell_all_button is not None:
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self.sell_all_button.setText("Disband (+$" + str(self.total_value) + "M)")
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self.total_value = total_value
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