dcs_liberation/game/settings.py
Dan Albert 0a416ab758 Let the TheaterCommander manage front line stance.
This improves the AI behavior by choosing the stances non-randomly:

* Breakthrough will be used if the base is expected to be capturable and
  the coalition outnumbers the enemy by 20%.
* Elimination will be used if the coalition has at least as many units
  as the enemy.
* Defensive will be used if the coalition has at least half as many
  units as the enemy.
* Retreat will be used if the coalition is significantly outnumbers.

This also exposes the option to the player.
2021-07-12 21:12:02 -07:00

117 lines
3.9 KiB
Python

from dataclasses import dataclass, field
from datetime import timedelta
from enum import Enum, unique
from typing import Dict, Optional, Any
from dcs.forcedoptions import ForcedOptions
@unique
class AutoAtoBehavior(Enum):
Disabled = "Disabled"
Never = "Never assign player pilots"
Default = "No preference"
Prefer = "Prefer player pilots"
@dataclass
class Settings:
# Difficulty settings
player_skill: str = "Good"
enemy_skill: str = "Average"
ai_pilot_levelling: bool = True
enemy_vehicle_skill: str = "Average"
map_coalition_visibility: ForcedOptions.Views = ForcedOptions.Views.All
labels: str = "Full"
only_player_takeoff: bool = True # Legacy parameter do not use
night_disabled: bool = False
external_views_allowed: bool = True
supercarrier: bool = False
generate_marks: bool = True
manpads: bool = True
version: Optional[str] = None
player_income_multiplier: float = 1.0
enemy_income_multiplier: float = 1.0
#: Feature flag for squadron limits.
enable_squadron_pilot_limits: bool = False
#: The maximum number of pilots a squadron can have at one time. Changing this after
#: the campaign has started will have no immediate effect; pilots already in the
#: squadron will not be removed if the limit is lowered and pilots will not be
#: immediately created if the limit is raised.
squadron_pilot_limit: int = 12
#: The number of pilots a squadron can replace per turn.
squadron_replenishment_rate: int = 4
default_start_type: str = "Cold"
# Mission specific
desired_player_mission_duration: timedelta = timedelta(minutes=60)
# Campaign management
automate_runway_repair: bool = False
automate_front_line_reinforcements: bool = False
automate_aircraft_reinforcements: bool = False
automate_front_line_stance: bool = True
restrict_weapons_by_date: bool = False
disable_legacy_aewc: bool = True
disable_legacy_tanker: bool = True
generate_dark_kneeboard: bool = False
invulnerable_player_pilots: bool = True
auto_ato_behavior: AutoAtoBehavior = AutoAtoBehavior.Default
auto_ato_player_missions_asap: bool = True
# Performance oriented
perf_red_alert_state: bool = True
perf_smoke_gen: bool = True
perf_smoke_spacing = 1600
perf_artillery: bool = True
perf_moving_units: bool = True
perf_infantry: bool = True
perf_destroyed_units: bool = True
reserves_procurement_target: int = 10
# Performance culling
perf_culling: bool = False
perf_culling_distance: int = 100
perf_do_not_cull_carrier = True
# LUA Plugins system
plugins: Dict[str, bool] = field(default_factory=dict)
# Cheating
show_red_ato: bool = False
enable_frontline_cheats: bool = False
enable_base_capture_cheat: bool = False
never_delay_player_flights: bool = False
@staticmethod
def plugin_settings_key(identifier: str) -> str:
return f"plugins.{identifier}"
def initialize_plugin_option(self, identifier: str, default_value: bool) -> None:
try:
self.plugin_option(identifier)
except KeyError:
self.set_plugin_option(identifier, default_value)
def plugin_option(self, identifier: str) -> bool:
return self.plugins[self.plugin_settings_key(identifier)]
def set_plugin_option(self, identifier: str, enabled: bool) -> None:
self.plugins[self.plugin_settings_key(identifier)] = enabled
def __setstate__(self, state: dict[str, Any]) -> None:
# __setstate__ is called with the dict of the object being unpickled. We
# can provide save compatibility for new settings options (which
# normally would not be present in the unpickled object) by creating a
# new settings object, updating it with the unpickled state, and
# updating our dict with that.
new_state = Settings().__dict__
new_state.update(state)
self.__dict__.update(new_state)