dcs-retribution/game/settings.py
Dan Albert 3ddfc47d3a Add a feature flag for pilot limits.
This doesn't currently interact very well with the auto purchase since
the procurer might by aircraft that don't have pilots available. That
should be fixed, but for the short term we should just default to not
enabling this new feature.
2021-06-23 18:47:34 -07:00

116 lines
3.9 KiB
Python

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