diff --git a/gen/briefinggen.py b/gen/briefinggen.py index d7bf7ecb..457cf1be 100644 --- a/gen/briefinggen.py +++ b/gen/briefinggen.py @@ -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] - -