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Raffson 2023-02-02 21:37:53 +01:00
parent a1cc3412e8
commit d410f9d3c4
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GPG Key ID: B0402B2C9B764D99
34 changed files with 4 additions and 43 deletions

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@ -29,7 +29,6 @@ class DefaultSquadronAssigner:
self.coalition.player self.coalition.player
): ):
for squadron_config in self.config.by_location[control_point]: for squadron_config in self.config.by_location[control_point]:
squadron_def = self.override_squadron_defaults( squadron_def = self.override_squadron_defaults(
self.find_squadron_for(squadron_config, control_point), self.find_squadron_for(squadron_config, control_point),
squadron_config, squadron_config,
@ -53,7 +52,6 @@ class DefaultSquadronAssigner:
def find_squadron_for( def find_squadron_for(
self, config: SquadronConfig, control_point: ControlPoint self, config: SquadronConfig, control_point: ControlPoint
) -> Optional[SquadronDef]: ) -> Optional[SquadronDef]:
for preferred_aircraft in config.aircraft: for preferred_aircraft in config.aircraft:
squadron_def = self.find_preferred_squadron( squadron_def = self.find_preferred_squadron(
preferred_aircraft, config.primary, control_point preferred_aircraft, config.primary, control_point
@ -154,7 +152,6 @@ class DefaultSquadronAssigner:
def override_squadron_defaults( def override_squadron_defaults(
squadron_def: Optional[SquadronDef], config: SquadronConfig squadron_def: Optional[SquadronDef], config: SquadronConfig
) -> Optional[SquadronDef]: ) -> Optional[SquadronDef]:
if squadron_def is None: if squadron_def is None:
return None return None

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@ -89,7 +89,6 @@ class GroundPlanner:
self.reserve: List[CombatGroup] = [] self.reserve: List[CombatGroup] = []
def plan_groundwar(self) -> None: def plan_groundwar(self) -> None:
ground_unit_limit = self.cp.frontline_unit_count_limit ground_unit_limit = self.cp.frontline_unit_count_limit
remaining_available_frontline_units = ground_unit_limit remaining_available_frontline_units = ground_unit_limit
@ -139,7 +138,6 @@ class GroundPlanner:
remaining_available_frontline_units -= available remaining_available_frontline_units -= available
while available > 0: while available > 0:
if role == CombatGroupRole.SHORAD: if role == CombatGroupRole.SHORAD:
count = 1 count = 1
else: else:

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@ -238,7 +238,6 @@ class AntiAirLayout(TgoLayout):
location: PresetLocation, location: PresetLocation,
control_point: ControlPoint, control_point: ControlPoint,
) -> IadsGroundObject: ) -> IadsGroundObject:
if GroupTask.EARLY_WARNING_RADAR in self.tasks: if GroupTask.EARLY_WARNING_RADAR in self.tasks:
return EwrGroundObject(name, location, control_point) return EwrGroundObject(name, location, control_point)
elif any(tasking in self.tasks for tasking in GroupRole.AIR_DEFENSE.tasks): elif any(tasking in self.tasks for tasking in GroupRole.AIR_DEFENSE.tasks):

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@ -132,7 +132,6 @@ class LayoutLoader:
temp_mis.country(country.name).ship_group, temp_mis.country(country.name).ship_group,
temp_mis.country(country.name).static_group, temp_mis.country(country.name).static_group,
): ):
try: try:
g_id, u_id, group_name, group_mapping = mapping.group_for_name( g_id, u_id, group_name, group_mapping = mapping.group_for_name(
dcs_group.name dcs_group.name

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@ -71,7 +71,6 @@ class JoinPointBuilder(PydcsWaypointBuilder):
max_dist: float = 30.0, max_dist: float = 30.0,
vertical_spacing: float = 2000.0, vertical_spacing: float = 2000.0,
) -> None: ) -> None:
rx = (random.random() + 0.1) * 333 rx = (random.random() + 0.1) * 333
ry = feet(vertical_spacing).meters ry = feet(vertical_spacing).meters
rz = (random.random() + 0.1) * 50 * random.choice([-1, 1]) rz = (random.random() + 0.1) * 50 * random.choice([-1, 1])

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@ -6,7 +6,6 @@ from .pydcswaypointbuilder import PydcsWaypointBuilder
class SplitPointBuilder(PydcsWaypointBuilder): class SplitPointBuilder(PydcsWaypointBuilder):
def add_tasks(self, waypoint: MovingPoint) -> None: def add_tasks(self, waypoint: MovingPoint) -> None:
if not self.flight.flight_type.is_air_to_air: if not self.flight.flight_type.is_air_to_air:
# Capture any non A/A type to avoid issues with SPJs that use the primary radar such as the F/A-18C. # Capture any non A/A type to avoid issues with SPJs that use the primary radar such as the F/A-18C.
# You can bully them with STT to not be able to fire radar guided missiles at you, # You can bully them with STT to not be able to fire radar guided missiles at you,

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@ -59,7 +59,6 @@ class DrawingsGenerator:
if destination in seen: if destination in seen:
continue continue
else: else:
# Determine path color # Determine path color
if cp.captured and destination.captured: if cp.captured and destination.captured:
color = BLUE_PATH_COLOR color = BLUE_PATH_COLOR

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@ -204,7 +204,6 @@ class FlotGenerator:
side: Country, side: Country,
forward_heading: Heading, forward_heading: Heading,
) -> None: ) -> None:
infantry_position = self.conflict.find_ground_position( infantry_position = self.conflict.find_ground_position(
group.points[0].position.random_point_within(250, 50), group.points[0].position.random_point_within(250, 50),
500, 500,
@ -344,7 +343,6 @@ class FlotGenerator:
# Artillery will fall back when under attack # Artillery will fall back when under attack
if stance != CombatStance.RETREAT: if stance != CombatStance.RETREAT:
# Hold position # Hold position
dcs_group.points[1].tasks.append(Hold()) dcs_group.points[1].tasks.append(Hold())
retreat = self.find_retreat_point( retreat = self.find_retreat_point(
@ -522,12 +520,10 @@ class FlotGenerator:
from_cp: ControlPoint, from_cp: ControlPoint,
to_cp: ControlPoint, to_cp: ControlPoint,
) -> None: ) -> None:
if not self.game.settings.perf_moving_units: if not self.game.settings.perf_moving_units:
return return
for dcs_group, group in ally_groups: for dcs_group, group in ally_groups:
if group.role == CombatGroupRole.ARTILLERY: if group.role == CombatGroupRole.ARTILLERY:
if self.game.settings.perf_artillery: if self.game.settings.perf_artillery:
target = self.get_artillery_target_in_range( target = self.get_artillery_target_in_range(

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@ -192,7 +192,6 @@ class NumberedWaypoint:
class FlightPlanBuilder: class FlightPlanBuilder:
WAYPOINT_DESC_MAX_LEN = 25 WAYPOINT_DESC_MAX_LEN = 25
def __init__(self, start_time: datetime.datetime, units: UnitSystem) -> None: def __init__(self, start_time: datetime.datetime, units: UnitSystem) -> None:
@ -544,7 +543,6 @@ class SupportPage(KneeboardPage):
aewc_ladder = [] aewc_ladder = []
for single_aewc in self.awacs: for single_aewc in self.awacs:
if single_aewc.depature_location is None: if single_aewc.depature_location is None:
dep = "-" dep = "-"
arr = "-" arr = "-"

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@ -41,7 +41,6 @@ class ProcurementAi:
manage_front_line: bool, manage_front_line: bool,
manage_aircraft: bool, manage_aircraft: bool,
) -> None: ) -> None:
self.game = game self.game = game
self.is_player = for_player self.is_player = for_player
self.air_wing = game.air_wing_for(for_player) self.air_wing = game.air_wing_for(for_player)

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@ -31,7 +31,6 @@ class SceneryGroup:
def __init__( def __init__(
self, zone_def: TriggerZone, zones: Iterable[TriggerZone], category: str self, zone_def: TriggerZone, zones: Iterable[TriggerZone], category: str
) -> None: ) -> None:
self.zone_def = zone_def self.zone_def = zone_def
self.zones = zones self.zones = zones
self.position = zone_def.position self.position = zone_def.position

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@ -50,7 +50,6 @@ class GameUpdateEventsJs(BaseModel):
def from_events( def from_events(
cls, events: GameUpdateEvents, game: Game | None cls, events: GameUpdateEvents, game: Game | None
) -> GameUpdateEventsJs: ) -> GameUpdateEventsJs:
# We still need to be able to send update events when there is no game loaded # We still need to be able to send update events when there is no game loaded
# because we need to send the unload event. # because we need to send the unload event.
new_combats = [] new_combats = []

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@ -235,7 +235,6 @@ class MissionResultsProcessor:
delta = DEFEAT_INFLUENCE delta = DEFEAT_INFLUENCE
status_msg = f"Enemy casualties outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces claim a victory." status_msg = f"Enemy casualties outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces claim a victory."
elif ally_casualties > enemy_casualties: elif ally_casualties > enemy_casualties:
if ( if (
ally_units_alive > 2 * enemy_units_alive ally_units_alive > 2 * enemy_units_alive
and player_aggresive and player_aggresive

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@ -195,7 +195,8 @@ class TheaterGroup:
def max_threat_range(self, radar_only: bool = False) -> Distance: def max_threat_range(self, radar_only: bool = False) -> Distance:
"""Calculate the maximum threat range of the TheaterGroup. """Calculate the maximum threat range of the TheaterGroup.
This also checks for Launcher and Tracker Pairs and if they are functioning or not. Allows to also use only radar emitting units for the calculation with the parameter.""" This also checks for Launcher and Tracker Pairs and if they are functioning or not. Allows to also use only radar emitting units for the calculation with the parameter.
"""
max_non_radar = meters(0) max_non_radar = meters(0)
max_telar_range = meters(0) max_telar_range = meters(0)
max_tel_range = meters(0) max_tel_range = meters(0)

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@ -717,7 +717,6 @@ class PendingTransfers:
self.order_airlift_assets_at(control_point) self.order_airlift_assets_at(control_point)
def desired_airlift_capacity(self, control_point: ControlPoint) -> int: def desired_airlift_capacity(self, control_point: ControlPoint) -> int:
if control_point.has_factory: if control_point.has_factory:
is_major_hub = control_point.total_aircraft_parking > 0 is_major_hub = control_point.total_aircraft_parking > 0
# Check if there is a CP which is only reachable via Airlift # Check if there is a CP which is only reachable via Airlift

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@ -299,7 +299,6 @@ class Weather:
def interpolate_solar_activity( def interpolate_solar_activity(
time_of_day: TimeOfDay, high: float, low: float time_of_day: TimeOfDay, high: float, low: float
) -> float: ) -> float:
scale: float = 0 scale: float = 0
match time_of_day: match time_of_day:

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@ -32,7 +32,7 @@ def init():
if os.path.isfile(THEME_PREFERENCES_FILE_PATH): if os.path.isfile(THEME_PREFERENCES_FILE_PATH):
try: try:
with (open(THEME_PREFERENCES_FILE_PATH)) as prefs: with open(THEME_PREFERENCES_FILE_PATH) as prefs:
pref_data = json.loads(prefs.read()) pref_data = json.loads(prefs.read())
__theme_index = pref_data["theme_index"] __theme_index = pref_data["theme_index"]
set_theme_index(__theme_index) set_theme_index(__theme_index)
@ -83,5 +83,5 @@ def get_theme_css_file():
# save current theme index to json file # save current theme index to json file
def save_theme_config(): def save_theme_config():
pref_data = {"theme_index": get_theme_index()} pref_data = {"theme_index": get_theme_index()}
with (open(THEME_PREFERENCES_FILE_PATH, "w")) as prefs: with open(THEME_PREFERENCES_FILE_PATH, "w") as prefs:
prefs.write(json.dumps(pref_data)) prefs.write(json.dumps(pref_data))

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@ -24,7 +24,6 @@ ICONS: Dict[str, QPixmap] = {}
def load_icons(): def load_icons():
ICONS["New"] = QPixmap("./resources/ui/misc/" + get_theme_icons() + "/new.png") ICONS["New"] = QPixmap("./resources/ui/misc/" + get_theme_icons() + "/new.png")
ICONS["Open"] = QPixmap("./resources/ui/misc/" + get_theme_icons() + "/open.png") ICONS["Open"] = QPixmap("./resources/ui/misc/" + get_theme_icons() + "/open.png")
ICONS["Save"] = QPixmap("./resources/ui/misc/" + get_theme_icons() + "/save.png") ICONS["Save"] = QPixmap("./resources/ui/misc/" + get_theme_icons() + "/save.png")

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@ -14,7 +14,6 @@ from qt_ui.windows.QRadioFrequencyDialog import QRadioFrequencyDialog
class QFrequencyWidget(QWidget): class QFrequencyWidget(QWidget):
freq_changed = Signal(QWidget) freq_changed = Signal(QWidget)
def __init__( def __init__(

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@ -13,7 +13,6 @@ from qt_ui.windows.QRadioFrequencyDialog import QRadioFrequencyDialog
class QLink4Widget(QWidget): class QLink4Widget(QWidget):
freq_changed = Signal(QWidget) freq_changed = Signal(QWidget)
def __init__(self, cp: NavalControlPoint, game_model: GameModel) -> None: def __init__(self, cp: NavalControlPoint, game_model: GameModel) -> None:

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@ -54,7 +54,6 @@ class QPredefinedWaypointSelectionComboBox(QFilteredComboBox):
return waypoints return waypoints
def find_possible_waypoints(self): def find_possible_waypoints(self):
self.wpts = [] self.wpts = []
model = QStandardItemModel() model = QStandardItemModel()
i = 0 i = 0

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@ -10,7 +10,6 @@ from game.game import TurnState
class GameUpdateSignal(QObject): class GameUpdateSignal(QObject):
instance = None instance = None
gameupdated = Signal(Game) gameupdated = Signal(Game)
budgetupdated = Signal(Game) budgetupdated = Signal(Game)

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@ -30,7 +30,6 @@ from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
class DebriefingFileWrittenSignal(QObject): class DebriefingFileWrittenSignal(QObject):
instance = None instance = None
debriefingReceived = Signal(Debriefing) debriefingReceived = Signal(Debriefing)

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@ -57,7 +57,6 @@ class QGroundObjectMenu(QDialog):
self.init_ui() self.init_ui()
def init_ui(self): def init_ui(self):
self.mainLayout = QVBoxLayout() self.mainLayout = QVBoxLayout()
self.budget = QBudgetBox(self.game) self.budget = QBudgetBox(self.game)
self.budget.setGame(self.game) self.budget.setGame(self.game)
@ -92,7 +91,6 @@ class QGroundObjectMenu(QDialog):
self.setLayout(self.mainLayout) self.setLayout(self.mainLayout)
def doLayout(self): def doLayout(self):
self.update_total_value() self.update_total_value()
self.intelBox = QGroupBox("Units :") self.intelBox = QGroupBox("Units :")
self.intelLayout = QGridLayout() self.intelLayout = QGridLayout()

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@ -160,7 +160,6 @@ class IntelWindow(QDialog):
self.refresh_layout() self.refresh_layout()
def refresh_layout(self) -> None: def refresh_layout(self) -> None:
# Clear the existing layout # Clear the existing layout
if self.layout(): if self.layout():
idx = 0 idx = 0

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@ -14,7 +14,6 @@ class QFlightWaypointInfoBox(QGroupBox):
self.init_ui() self.init_ui()
def init_ui(self) -> None: def init_ui(self) -> None:
layout = QVBoxLayout() layout = QVBoxLayout()
x_pos_layout = QHBoxLayout() x_pos_layout = QHBoxLayout()

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@ -60,7 +60,6 @@ class QFlightWaypointTab(QFrame):
self.recreate_buttons.clear() self.recreate_buttons.clear()
for task in self.package.target.mission_types(for_player=True): for task in self.package.target.mission_types(for_player=True):
if task == FlightType.AIR_ASSAULT and not self.game.settings.plugin_option( if task == FlightType.AIR_ASSAULT and not self.game.settings.plugin_option(
"ctld" "ctld"
): ):

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@ -27,7 +27,6 @@ PREDEFINED_WAYPOINT_CATEGORIES = [
class QPredefinedWaypointSelectionWindow(QDialog): class QPredefinedWaypointSelectionWindow(QDialog):
# List of FlightWaypoint # List of FlightWaypoint
waypoints_added = Signal(list) waypoints_added = Signal(list)

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@ -442,7 +442,6 @@ class FactionSelection(QtWidgets.QWizardPage):
self.updateUnitRecap() self.updateUnitRecap()
def updateUnitRecap(self): def updateUnitRecap(self):
red_faction = FACTIONS[self.redFactionSelect.currentText()] red_faction = FACTIONS[self.redFactionSelect.currentText()]
blue_faction = FACTIONS[self.blueFactionSelect.currentText()] blue_faction = FACTIONS[self.blueFactionSelect.currentText()]

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@ -87,7 +87,6 @@ class QLiberationPreferences(QFrame):
self.edit_dcs_install_dir.setText(install_dir) self.edit_dcs_install_dir.setText(install_dir)
def apply(self): def apply(self):
print("Applying changes") print("Applying changes")
self.saved_game_dir = self.edit_saved_game_dir.text() self.saved_game_dir = self.edit_saved_game_dir.text()
self.dcs_install_dir = self.edit_dcs_install_dir.text() self.dcs_install_dir = self.edit_dcs_install_dir.text()

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@ -331,7 +331,6 @@ class QSettingsWindow(QDialog):
self.setLayout(self.layout) self.setLayout(self.layout)
def initCheatLayout(self): def initCheatLayout(self):
self.cheatPage = QWidget() self.cheatPage = QWidget()
self.cheatLayout = QVBoxLayout() self.cheatLayout = QVBoxLayout()
self.cheatPage.setLayout(self.cheatLayout) self.cheatPage.setLayout(self.cheatLayout)

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@ -18,7 +18,6 @@ class QAircraftChart(QFrame):
self.setLayout(self.layout) self.setLayout(self.layout)
def generateUnitCharts(self): def generateUnitCharts(self):
self.alliedAircraft = [ self.alliedAircraft = [
d.allied_units.aircraft_count for d in self.game.game_stats.data_per_turn d.allied_units.aircraft_count for d in self.game.game_stats.data_per_turn
] ]

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@ -18,7 +18,6 @@ class QArmorChart(QFrame):
self.setLayout(self.layout) self.setLayout(self.layout)
def generateUnitCharts(self): def generateUnitCharts(self):
self.alliedArmor = [ self.alliedArmor = [
d.allied_units.vehicles_count for d in self.game.game_stats.data_per_turn d.allied_units.vehicles_count for d in self.game.game_stats.data_per_turn
] ]

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@ -106,7 +106,6 @@ class TestFactionLoader(unittest.TestCase):
@pytest.mark.skip(reason="Faction unit names in the json files are outdated") @pytest.mark.skip(reason="Faction unit names in the json files are outdated")
def test_load_valid_faction_with_invalid_country(self) -> None: def test_load_valid_faction_with_invalid_country(self) -> None:
with (RESOURCES_DIR / "invalid_faction_country.json").open("r") as data: with (RESOURCES_DIR / "invalid_faction_country.json").open("r") as data:
try: try:
Faction.from_json(json.load(data)) Faction.from_json(json.load(data))