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@ -41,6 +41,7 @@ Saves from 3.x are not compatible with 4.0.
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* **[Mission Generation]** Fixed EWR group names so they contribute to Skynet again.
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* **[Mission Generation]** Fixed duplicate name error when generating convoys and cargo ships when creating manual transfers after loading a game.
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* **[Mission Generation]** Fixed empty convoys not being disbanded when all units are killed/removed.
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* **[Mission Generation]** Fixed player losing frontline progress when skipping from turn 0 to turn 1.
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* **[UI]** Made non-interactive map elements less obstructive.
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* **[UI]** Added support for Neutral Dot difficulty label
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* **[UI]** Clear skies at night no longer described as "Sunny" by the weather widget.
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12
game/game.py
12
game/game.py
@ -5,7 +5,7 @@ import random
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import sys
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from datetime import date, datetime, timedelta
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from enum import Enum
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from typing import Any, Dict, List
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from typing import Any, List
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from dcs.action import Coalition
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from dcs.mapping import Point
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@ -110,7 +110,7 @@ class Game:
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self.date = date(start_date.year, start_date.month, start_date.day)
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self.game_stats = GameStats()
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self.game_stats.update(self)
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self.ground_planners: Dict[int, GroundPlanner] = {}
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self.ground_planners: dict[int, GroundPlanner] = {}
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self.informations = []
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self.informations.append(Information("Game Start", "-" * 40, 0))
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# Culling Zones are for areas around points of interest that contain things we may not wish to cull.
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@ -151,7 +151,7 @@ class Game:
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self.on_load(game_still_initializing=True)
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def __getstate__(self) -> Dict[str, Any]:
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def __getstate__(self) -> dict[str, Any]:
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state = self.__dict__.copy()
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# Avoid persisting any volatile types that can be deterministically
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# recomputed on load for the sake of save compatibility.
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@ -163,7 +163,7 @@ class Game:
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del state["red_faker"]
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return state
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def __setstate__(self, state: Dict[str, Any]) -> None:
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def __setstate__(self, state: dict[str, Any]) -> None:
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self.__dict__.update(state)
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# Regenerate any state that was not persisted.
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self.on_load()
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@ -338,10 +338,10 @@ class Game:
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self.blue_air_wing.replenish()
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self.red_air_wing.replenish()
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if not skipped and self.turn > 1:
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if not skipped:
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for cp in self.theater.player_points():
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cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
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else:
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elif self.turn > 1:
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for cp in self.theater.player_points():
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if not cp.is_carrier and not cp.is_lha:
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cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
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