linting and formatting

This commit is contained in:
Walter 2020-10-29 19:51:15 -05:00 committed by Dan Albert
parent 6c9a9de3f3
commit 28035bf02b

View File

@ -132,9 +132,6 @@ class BriefingGenerator(MissionInfoGenerator):
self.generate_ongoing_war_text()
self.generate_allied_flights_by_departure()
self.mission.set_description_text(self.template.render(vars(self)))
## TODO: Remove debug code
with open(r'C:\Users\walte\Documents\briefing.txt', 'w') as file:
file.write(self.template.render(vars(self)))
self.mission.add_picture_blue(os.path.abspath(
"./resources/ui/splash_screen.png"))
@ -148,54 +145,65 @@ class BriefingGenerator(MissionInfoGenerator):
]
return random.choice(templates).format(player_base_name, enemy_base_name)
# TODO: refactor this, perhaps move to FrontLineInfo factory object?
# TODO: refactor this, perhaps move to FrontLineInfo factory object or template?
def generate_ongoing_war_text(self):
for front_line in self.game.theater.conflicts(from_player=True):
player_base = front_line.control_point_a
enemy_base = front_line.control_point_b
has_numerical_superiority = player_base.base.total_armor > enemy_base.base.total_armor
description = self.__random_frontline_sentence(player_base.name, enemy_base.name)
stance = player_base.stances[enemy_base.id] ## Sometimes this contains enum value, sometimes it contains int.
stance = player_base.stances[enemy_base.id]
if player_base.base.total_armor == 0:
player_zero = True
description += "We do not have a single vehicle available to hold our position, the situation is critical, and we will lose ground inevitably.\n"
description += ("We do not have a single vehicle available to hold our position, the situation is"
"critical, and we will lose ground inevitably.\n")
elif enemy_base.base.total_armor == 0:
player_zero = False
description += "The enemy forces have been crushed, we will be able to make significant progress toward " + enemy_base.name + ". \n"
else: player_zero = False
description += ("The enemy forces have been crushed, we will be able to make significant progress"
f" toward {enemy_base.name}. \n")
else:
player_zero = False
if not player_zero:
if stance == CombatStance.AGGRESSIVE:
if has_numerical_superiority:
description += "On this location, our ground forces will try to make progress against the enemy"
description += ". As the enemy is outnumbered, our forces should have no issue making progress.\n"
description += ("On this location, our ground forces will try to make "
"progress against the enemy. As the enemy is outnumbered, "
"our forces should have no issue making progress.\n")
else:
description += "On this location, our ground forces will try an audacious assault against enemies in superior numbers. The operation is risky, and the enemy might counter attack.\n"
description += ("On this location, our ground forces will try an audacious "
"assault against enemies in superior numbers. The operation"
" is risky, and the enemy might counter attack.\n")
elif stance == CombatStance.ELIMINATION:
if has_numerical_superiority:
description += "On this location, our ground forces will focus on the destruction of enemy assets, before attempting to make progress toward " + enemy_base.name + ". "
description += "The enemy is already outnumbered, and this maneuver might draw a final blow to their forces.\n"
description += ("On this location, our ground forces will focus on the destruction of enemy"
f"assets, before attempting to make progress toward {enemy_base.name}. "
"The enemy is already outnumbered, and this maneuver might draw a final "
"blow to their forces.\n")
else:
description += "On this location, our ground forces will try an audacious assault against enemies in superior numbers. The operation is risky, and the enemy might counter attack.\n"
description += ("On this location, our ground forces will try an audacious assault against "
"enemies in superior numbers. The operation is risky, and the enemy might "
"counter attack.\n")
elif stance == CombatStance.BREAKTHROUGH:
if has_numerical_superiority:
description += "On this location, our ground forces will focus on progression toward " + enemy_base.name + ".\n"
description += ("On this location, our ground forces will focus on progression toward "
f"{enemy_base.name}.\n")
else:
description += "On this location, our ground forces have been ordered to rush toward " + enemy_base.name + ". Wish them luck... We are also expecting a counter attack.\n"
description += ("On this location, our ground forces have been ordered to rush toward "
f"{enemy_base.name}. Wish them luck... We are also expecting a counter attack.\n")
elif stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
if has_numerical_superiority:
description += "On this location, our ground forces will hold position. We are not expecting an enemy assault.\n"
else:
description += "On this location, our ground forces have been ordered to hold still, and defend against enemy attacks. An enemy assault might be iminent.\n"
description += ("On this location, our ground forces have been ordered to hold still, "
"and defend against enemy attacks. An enemy assault might be iminent.\n")
self.add_frontline(FrontLineInfo(description, enemy_base, player_base))
# TODO: This should determine if runway is friendly through a method more robust than the existing string match
def generate_allied_flights_by_departure(self) -> None:
for flight in self.flights:
if not flight.client_units and flight.friendly: ## where else can we get this?
if not flight.client_units and flight.friendly: # where else can we get this?
name = flight.departure.airfield_name
if name in self.allied_flights_by_departure.keys():
self.allied_flights_by_departure[name].append(flight)
if name in self.allied_flights_by_departure.keys():
self.allied_flights_by_departure[name].append(flight)
else:
self.allied_flights_by_departure[name] = [flight]