Refactor the mod select changes, re-add accidentally deleted factions.

This commit is contained in:
Simon Clark
2021-06-21 01:14:07 +01:00
parent ef3f7125b3
commit c2f112e3a6
13 changed files with 341 additions and 138 deletions

View File

@@ -35,7 +35,7 @@ from .infos.information import Information
from .navmesh import NavMesh
from .procurement import AircraftProcurementRequest, ProcurementAi
from .profiling import logged_duration
from .settings import ModSettings, Settings, AutoAtoBehavior
from .settings import Settings, AutoAtoBehavior
from .squadrons import AirWing
from .theater import ConflictTheater
from .theater.bullseye import Bullseye
@@ -88,23 +88,21 @@ class TurnState(Enum):
class Game:
def __init__(
self,
player_name: str,
enemy_name: str,
player_faction: Faction,
enemy_faction: Faction,
theater: ConflictTheater,
start_date: datetime,
settings: Settings,
player_budget: float,
enemy_budget: float,
mod_settings: ModSettings,
) -> None:
self.settings = settings
self.mod_settings = mod_settings
self.events: List[Event] = []
self.theater = theater
self.player_name = player_name
self.player_country = db.FACTIONS[player_name].country
self.enemy_name = enemy_name
self.enemy_country = db.FACTIONS[enemy_name].country
self.player_faction = player_faction
self.player_country = player_faction.country
self.enemy_faction = enemy_faction
self.enemy_country = enemy_faction.country
# pass_turn() will be called when initialization is complete which will
# increment this to turn 0 before it reaches the player.
self.turn = -1
@@ -127,8 +125,6 @@ class Game:
self.conditions = self.generate_conditions()
self.apply_mods()
self.blue_transit_network = TransitNetwork()
self.red_transit_network = TransitNetwork()
@@ -207,92 +203,6 @@ class Game:
else:
self.enemy_country = "Russia"
def apply_mods(self):
# aircraft
if not self.mod_settings.a4_skyhawk:
self.remove_aircraft("A-4E-C")
if not self.mod_settings.hercules:
self.remove_aircraft("Hercules")
if not self.mod_settings.f22_raptor:
self.remove_aircraft("F-22A")
if not self.mod_settings.jas39_gripen:
self.remove_aircraft("JAS39Gripen")
self.remove_aircraft("JAS39Gripen_AG")
if not self.mod_settings.su57_felon:
self.remove_aircraft("Su-57")
# frenchpack
if not self.mod_settings.frenchpack:
self.remove_vehicle("AMX10RCR")
self.remove_vehicle("SEPAR")
self.remove_vehicle("ERC")
self.remove_vehicle("M120")
self.remove_vehicle("AA20")
self.remove_vehicle("TRM2000")
self.remove_vehicle("TRM2000_Citerne")
self.remove_vehicle("TRM2000_AA20")
self.remove_vehicle("TRMMISTRAL")
self.remove_vehicle("VABH")
self.remove_vehicle("VAB_RADIO")
self.remove_vehicle("VAB_50")
self.remove_vehicle("VIB_VBR")
self.remove_vehicle("VAB_HOT")
self.remove_vehicle("VAB_MORTIER")
self.remove_vehicle("VBL50")
self.remove_vehicle("VBLANF1")
self.remove_vehicle("VBL-radio")
self.remove_vehicle("VBAE")
self.remove_vehicle("VBAE_MMP")
self.remove_vehicle("AMX-30B2")
self.remove_vehicle("Tracma")
self.remove_vehicle("JTACFP")
self.remove_vehicle("SHERIDAN")
self.remove_vehicle("Leclerc_XXI")
self.remove_vehicle("Toyota_bleu")
self.remove_vehicle("Toyota_vert")
self.remove_vehicle("Toyota_desert")
self.remove_vehicle("Kamikaze")
# high digit sams
if not self.mod_settings.high_digit_sams:
self.remove_air_defenses("SA10BGenerator")
self.remove_air_defenses("SA12Generator")
self.remove_air_defenses("SA20Generator")
self.remove_air_defenses("SA20BGenerator")
self.remove_air_defenses("SA23Generator")
self.remove_air_defenses("SA17Generator")
self.remove_air_defenses("KS19Generator")
def remove_aircraft(self, name):
for i in self.player_faction.aircrafts:
if i.dcs_unit_type.id == name:
self.player_faction.aircrafts.remove(i)
for i in self.enemy_faction.aircrafts:
if i.dcs_unit_type.id == name:
self.enemy_faction.aircrafts.remove(i)
def remove_air_defenses(self, name):
for i in self.player_faction.air_defenses:
if i == name:
self.player_faction.air_defenses.remove(i)
for i in self.enemy_faction.air_defenses:
if i == name:
self.enemy_faction.air_defenses.remove(i)
def remove_vehicle(self, name):
for i in self.player_faction.frontline_units:
if i.dcs_unit_type.id == name:
self.player_faction.frontline_units.remove(i)
for i in self.enemy_faction.frontline_units:
if i.dcs_unit_type.id == name:
self.enemy_faction.frontline_units.remove(i)
@property
def player_faction(self) -> Faction:
return db.FACTIONS[self.player_name]
@property
def enemy_faction(self) -> Faction:
return db.FACTIONS[self.enemy_name]
def faction_for(self, player: bool) -> Faction:
if player:
return self.player_faction
@@ -332,8 +242,8 @@ class Game:
player_cp,
enemy_cp,
enemy_cp.position,
self.player_name,
self.enemy_name,
self.player_faction.name,
self.enemy_faction.name,
)
)
@@ -379,7 +289,7 @@ class Game:
return (
event
and event.attacker_name
and event.attacker_name == self.player_name
and event.attacker_name == self.player_faction.name
)
else:
raise RuntimeError(f"{event} was passed when an Event type was expected")