Cleanup Lua plugin implementation.

* Move the UI code out of the plugin logic.
* Add types where needed.
* Move into game package.
* Improve error handling.
* Simplify settings behavior.
* Don't load disabled plugins.
* Remove knowledge of non-base plugins from game generation.

Fixes https://github.com/Khopa/dcs_liberation/issues/311
This commit is contained in:
Dan Albert
2020-10-24 00:34:23 -07:00
parent 4c394a9e2d
commit 8827f7df34
16 changed files with 357 additions and 341 deletions

View File

@@ -34,7 +34,7 @@ from gen.ground_forces.ai_ground_planner import (
from .callsigns import callsign_for_support_unit
from .conflictgen import Conflict
from .ground_forces.combat_stance import CombatStance
from plugin import LuaPluginManager
from game.plugins import LuaPluginManager
SPREAD_DISTANCE_FACTOR = 0.1, 0.3
SPREAD_DISTANCE_SIZE_FACTOR = 0.1
@@ -140,9 +140,7 @@ class GroundConflictGenerator:
self.plan_action_for_groups(self.enemy_stance, enemy_groups, player_groups, self.conflict.heading - 90, self.conflict.to_cp, self.conflict.from_cp)
# Add JTAC
jtacPlugin = LuaPluginManager().getPlugin("jtacautolase")
useJTAC = jtacPlugin and jtacPlugin.isEnabled()
if self.game.player_faction.has_jtac and useJTAC:
if self.game.player_faction.has_jtac:
n = "JTAC" + str(self.conflict.from_cp.id) + str(self.conflict.to_cp.id)
code = 1688 - len(self.jtacs)