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https://github.com/dcs-retribution/dcs-retribution.git
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Mod selection is now done via checkbox in the new game wizard. The MB-339 is being turned into a paid module, and the free mod no longer works, so it's been removed.
126 lines
4.1 KiB
Python
126 lines
4.1 KiB
Python
from dataclasses import dataclass, field
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from datetime import timedelta
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from enum import Enum, unique
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from typing import Dict, Optional
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from dcs.forcedoptions import ForcedOptions
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@unique
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class AutoAtoBehavior(Enum):
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Disabled = "Disabled"
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Never = "Never assign player pilots"
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Default = "No preference"
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Prefer = "Prefer player pilots"
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@dataclass
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class Settings:
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# Difficulty settings
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player_skill: str = "Good"
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enemy_skill: str = "Average"
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ai_pilot_levelling: bool = True
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enemy_vehicle_skill: str = "Average"
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map_coalition_visibility: ForcedOptions.Views = ForcedOptions.Views.All
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labels: str = "Full"
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only_player_takeoff: bool = True # Legacy parameter do not use
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night_disabled: bool = False
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external_views_allowed: bool = True
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supercarrier: bool = False
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generate_marks: bool = True
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manpads: bool = True
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version: Optional[str] = None
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player_income_multiplier: float = 1.0
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enemy_income_multiplier: float = 1.0
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#: The maximum number of pilots a squadron can have at one time. Changing this after
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#: the campaign has started will have no immediate effect; pilots already in the
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#: squadron will not be removed if the limit is lowered and pilots will not be
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#: immediately created if the limit is raised.
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squadron_pilot_limit: int = 24
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#: The number of pilots a squadron can replace per turn.
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squadron_replenishment_rate: int = 4
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default_start_type: str = "Cold"
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# Mission specific
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desired_player_mission_duration: timedelta = timedelta(minutes=60)
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# Campaign management
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automate_runway_repair: bool = False
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automate_front_line_reinforcements: bool = False
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automate_aircraft_reinforcements: bool = False
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restrict_weapons_by_date: bool = False
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disable_legacy_aewc: bool = True
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disable_legacy_tanker: bool = True
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generate_dark_kneeboard: bool = False
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invulnerable_player_pilots: bool = True
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auto_ato_behavior: AutoAtoBehavior = AutoAtoBehavior.Default
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auto_ato_player_missions_asap: bool = True
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# Performance oriented
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perf_red_alert_state: bool = True
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perf_smoke_gen: bool = True
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perf_smoke_spacing = 1600
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perf_artillery: bool = True
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perf_moving_units: bool = True
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perf_infantry: bool = True
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perf_destroyed_units: bool = True
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reserves_procurement_target: int = 10
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# Performance culling
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perf_culling: bool = False
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perf_culling_distance: int = 100
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perf_do_not_cull_carrier = True
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# LUA Plugins system
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plugins: Dict[str, bool] = field(default_factory=dict)
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# Cheating
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show_red_ato: bool = False
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enable_frontline_cheats: bool = False
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enable_base_capture_cheat: bool = False
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never_delay_player_flights: bool = False
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@staticmethod
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def plugin_settings_key(identifier: str) -> str:
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return f"plugins.{identifier}"
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def initialize_plugin_option(self, identifier: str, default_value: bool) -> None:
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try:
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self.plugin_option(identifier)
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except KeyError:
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self.set_plugin_option(identifier, default_value)
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def plugin_option(self, identifier: str) -> bool:
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return self.plugins[self.plugin_settings_key(identifier)]
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def set_plugin_option(self, identifier: str, enabled: bool) -> None:
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self.plugins[self.plugin_settings_key(identifier)] = enabled
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def __setstate__(self, state) -> None:
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# __setstate__ is called with the dict of the object being unpickled. We
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# can provide save compatibility for new settings options (which
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# normally would not be present in the unpickled object) by creating a
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# new settings object, updating it with the unpickled state, and
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# updating our dict with that.
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new_state = Settings().__dict__
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new_state.update(state)
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self.__dict__.update(new_state)
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@dataclass
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class ModSettings:
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# Aircraft Mods
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a4_skyhawk: bool = False
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f22_raptor: bool = False
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hercules: bool = False
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jas39_gripen: bool = False
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su57_felon: bool = False
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# Ground Asset Mods
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frenchpack: bool = False
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high_digit_sams: bool = False
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