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This adds both player and enemy income multiplier options. Note that previously the AI was only getting 75% of their income. I've changed that to give them their full income by default since the player can now influence it.
76 lines
2.5 KiB
Python
76 lines
2.5 KiB
Python
from dataclasses import dataclass, field
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from typing import Dict, Optional
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from dcs.forcedoptions import ForcedOptions
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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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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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multiplier: float = 1.0
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generate_marks: bool = True
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manpads: bool = True
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cold_start: bool = False # Legacy parameter do not use
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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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# 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_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_ai_parking_start: bool = True
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perf_destroyed_units: bool = True
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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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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,
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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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