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Simplfy fast forward settings, introduce ability to skip combat instead of resolving. (#3448)
This PR simplifies fast forward settings and introduces the ability to skip combat instead of resolving.
This commit is contained in:
@@ -28,6 +28,23 @@ class AutoAtoBehavior(Enum):
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Prefer = "Prefer player pilots"
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@unique
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class FastForwardStopCondition(Enum):
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DISABLED = "Fast forward disabled"
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FIRST_CONTACT = "First contact"
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PLAYER_TAKEOFF = "Player takeoff time"
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PLAYER_TAXI = "Player taxi time"
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PLAYER_STARTUP = "Player startup time"
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MANUAL = "Manual fast forward control"
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@unique
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class CombatResolutionMethod(Enum):
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PAUSE = "Pause simulation"
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RESOLVE = "Resolve combat"
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SKIP = "Skip combat"
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DIFFICULTY_PAGE = "Difficulty"
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AI_DIFFICULTY_SECTION = "AI Difficulty"
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@@ -293,7 +310,7 @@ class Settings:
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"Tactical commander",
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page=MISSION_GENERATOR_PAGE,
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section=COMMANDERS_SECTION,
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default=1,
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default=0,
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min=0,
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max=100,
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)
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@@ -309,7 +326,7 @@ class Settings:
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"Observer",
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page=MISSION_GENERATOR_PAGE,
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section=COMMANDERS_SECTION,
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default=1,
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default=0,
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min=0,
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max=100,
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)
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@@ -327,19 +344,6 @@ class Settings:
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"run out of fuel when players would not."
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),
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)
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fast_forward_to_first_contact: bool = boolean_option(
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"Fast forward mission to first contact (WIP)",
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page=MISSION_GENERATOR_PAGE,
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section=GAMEPLAY_SECTION,
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default=False,
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detail=(
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"If enabled, the mission will be generated at the point of first contact. "
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"If you enable this option, you will not be able to create new flights "
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'after pressing "TAKE OFF". Doing so will create an error the next time '
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'you press "TAKE OFF". Save your game first if you want to make '
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"modifications."
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),
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)
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reload_pre_sim_checkpoint_on_abort: bool = boolean_option(
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"Reset mission to pre-take off conditions on abort",
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page=MISSION_GENERATOR_PAGE,
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@@ -351,37 +355,44 @@ class Settings:
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"your game after aborting take off."
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),
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)
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player_mission_interrupts_sim_at: Optional[StartType] = choices_option(
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"Player missions interrupt fast forward",
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fast_forward_stop_condition: FastForwardStopCondition = choices_option(
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"Fast forward until",
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page=MISSION_GENERATOR_PAGE,
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section=GAMEPLAY_SECTION,
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default=None,
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default=FastForwardStopCondition.DISABLED,
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choices={
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"Never": None,
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"At startup time": StartType.COLD,
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"At taxi time": StartType.WARM,
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"At takeoff time": StartType.RUNWAY,
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"No fast forward": FastForwardStopCondition.DISABLED,
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"Player startup time": FastForwardStopCondition.PLAYER_STARTUP,
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"Player taxi time": FastForwardStopCondition.PLAYER_TAXI,
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"Player takeoff time": FastForwardStopCondition.PLAYER_TAKEOFF,
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"First contact": FastForwardStopCondition.FIRST_CONTACT,
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"Manual": FastForwardStopCondition.MANUAL,
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},
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detail=(
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"Determines what player mission states will interrupt fast-forwarding to "
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"first contact, if enabled. If never is selected player missions will not "
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"impact simulation and player missions may be generated mid-flight. The "
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"other options will cause the mission to be generated as soon as a player "
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"mission reaches the set state or at first contact, whichever comes first."
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"Determines when fast forwarding stops: "
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"No fast forward: disables fast forward. "
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"Player startup time: fast forward until player startup time. "
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"Player taxi time: fast forward until player taxi time. "
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"Player takeoff time: fast forward until player takeoff time. "
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"First contact: fast forward until first contact between blue and red units. "
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"Manual: manually control fast forward. Show manual controls with --show-sim-speed-controls."
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),
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)
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auto_resolve_combat: bool = boolean_option(
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"Auto-resolve combat during fast-forward (WIP)",
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combat_resolution_method: CombatResolutionMethod = choices_option(
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"Resolve combat when fast forwarding by",
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page=MISSION_GENERATOR_PAGE,
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section=GAMEPLAY_SECTION,
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default=False,
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default=CombatResolutionMethod.PAUSE,
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choices={
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"Pause": CombatResolutionMethod.PAUSE,
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"Resolving combat (WIP)": CombatResolutionMethod.RESOLVE,
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"Skipping combat": CombatResolutionMethod.SKIP,
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},
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detail=(
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'Requires a "Player missions interrupt fast forward" setting other than '
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'"Never" If enabled, aircraft entering combat during fast forward will have'
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"their combat auto-resolved after a period of time. This allows the "
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"simulation to advance further into the mission before requiring mission "
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"generation, but simulation is currently very rudimentary so may result in "
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"huge losses."
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"Determines what happens when combat occurs when fast forwarding. "
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"Pause: pause fast forward and generate mission. Fast forwarding may stop before the condition specified in the above setting. "
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"Resolving combat (WIP): auto resolve combat. This method is very rudimentary and will result in large losses. "
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"Skipping combat: skip combat as if it did not occur."
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),
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)
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supercarrier: bool = boolean_option(
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