Remember player preferences for plugins.

This commit is contained in:
Dan Albert 2023-04-26 00:13:03 -07:00
parent 081c97583b
commit cf47dd82d7
4 changed files with 56 additions and 9 deletions

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@ -15,7 +15,7 @@ Saves from 6.x are not compatible with 7.0.
* **[Modding]** Custom factions can now be defined in YAML as well as JSON. JSON support may be removed in the future if having both formats causes confusion.
* **[Modding]** Campaigns which require custom factions can now define those factions directly in the campaign YAML. See Operation Aliied Sword for an example.
* **[Modding]** The `mission_types` field in squadron files has been removed. Squadron task capability is now determined by airframe, and the auto-assignable list has always been overridden by the campaign settings.
* **[New Game Wizard]** Some game settings are now saved to be reused for the next game. At present this is a small set (just supercarrier and auto-purchase), but it will be expanded later.
* **[New Game Wizard]** Choices for some options will be remembered for the next new game. Not all settings will be preserved, as many are campaign dependent.
* **[New Game Wizard]** Lua plugins can now be set while creating a new game.
* **[Squadrons]** Squadron-specific mission capability lists no longer restrict players from assigning missions outside the squadron's preferences.

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@ -4,7 +4,11 @@ import json
import logging
from collections.abc import Iterator
from pathlib import Path
from typing import Any
import yaml
from game.persistence.paths import liberation_user_dir
from .luaplugin import LuaPlugin
@ -74,3 +78,51 @@ class LuaPluginManager:
return self.by_id(plugin_id).is_option_enabled(option_id)
except KeyError:
return False
def save_player_settings(self) -> None:
"""Saves the player's global settings to the user directory."""
settings: dict[str, dict[str, Any]] = {}
for plugin in self.iter_plugins():
if not plugin.show_in_ui:
continue
plugin_settings: dict[str, Any] = {"enabled": plugin.enabled}
if plugin.options:
plugin_settings["options"] = {}
settings[plugin.identifier] = plugin_settings
for option in plugin.options:
plugin_settings["options"][option.identifier] = option.enabled
with self._player_settings_file.open("w", encoding="utf-8") as settings_file:
yaml.dump(settings, settings_file, sort_keys=False, explicit_start=True)
def merge_player_settings(self) -> None:
"""Updates with the player's global settings."""
settings_path = self._player_settings_file
if not settings_path.exists():
return
with settings_path.open(encoding="utf-8") as settings_file:
data = yaml.safe_load(settings_file)
for plugin_id, plugin_data in data.items():
try:
plugin = self.by_id(plugin_id)
except KeyError:
logging.warning(
"Unexpected plugin ID found in %s: %s. Ignoring.",
settings_path,
plugin_id,
)
continue
plugin.enabled = plugin_data["enabled"]
for option in plugin.options:
try:
option.enabled = plugin_data["options"][option.identifier]
except KeyError:
pass
@property
def _player_settings_file(self) -> Path:
"""Returns the path to the player's global settings file."""
return liberation_user_dir() / "plugins.yaml"

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@ -499,14 +499,6 @@ class Settings:
if description.remember_player_choice:
settings[name] = self.__dict__[name]
# Plugin settings are currently not handled. It looks like the PluginManager
# probably needs some changes to do so safely. When injecting plugin options
# into Settings with LuaPluginManager.load_settings, it sets a reference to the
# passed Settings object. The lifetime is unclear, but it might be the case that
# canceling the NGW would leave LuaPluginManager in a bad state (yes, we could
# reset it on cancel, but that's just one bug I've thought of and without better
# understanding of how that works it's hard to say where more could be lurking).
with self._player_settings_file.open("w", encoding="utf-8") as settings_file:
yaml.dump(settings, settings_file, sort_keys=False, explicit_start=True)

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@ -97,6 +97,7 @@ class NewGameWizard(QtWidgets.QWizard):
default_settings.merge_player_settings()
self.lua_plugin_manager = LuaPluginManager.load()
self.lua_plugin_manager.merge_player_settings()
factions = Factions.load()
@ -149,6 +150,8 @@ class NewGameWizard(QtWidgets.QWizard):
else:
start_date = self.theater_page.calendar.selectedDate().toPython()
self.lua_plugin_manager.save_player_settings()
logging.info("New campaign start date: %s", start_date.strftime("%m/%d/%Y"))
settings = Settings(
player_income_multiplier=self.field("player_income_multiplier") / 10,