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This adds metadata to settings fields that can be used to automatically generate the settings window. For now I have replaced the Difficulty page. Will follow up to replace the others.
248 lines
8.4 KiB
Python
248 lines
8.4 KiB
Python
from collections import Iterator
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from dataclasses import Field, dataclass, field, fields
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from datetime import timedelta
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from enum import Enum, unique
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from typing import Any, Dict, Optional
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from dcs.forcedoptions import ForcedOptions
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from .booleanoption import boolean_option
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from .boundedfloatoption import bounded_float_option
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from .choicesoption import choices_option
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from .optiondescription import OptionDescription, SETTING_DESCRIPTION_KEY
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from .skilloption import skill_option
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@unique
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class AutoAtoBehavior(Enum):
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Disabled = "Disabled"
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Never = "Never assign player pilots"
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Default = "No preference"
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Prefer = "Prefer player pilots"
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DIFFICULTY_PAGE = "Difficulty"
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AI_DIFFICULTY_SECTION = "AI Difficulty"
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MISSION_DIFFICULTY_SECTION = "Mission Difficulty"
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MISSION_RESTRICTIONS_SECTION = "Mission Restrictions"
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@dataclass
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class Settings:
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version: Optional[str] = None
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# Difficulty settings
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# AI Difficulty
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player_skill: str = skill_option(
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"Player coalition skill",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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default="Good",
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)
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enemy_skill: str = skill_option(
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"Enemy coalition skill",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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default="Average",
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)
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enemy_vehicle_skill: str = skill_option(
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"Enemy AA and vehicles skill",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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default="Average",
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)
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player_income_multiplier: float = bounded_float_option(
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"Player income multiplier",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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min=0,
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max=5,
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divisor=10,
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default=1.0,
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)
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enemy_income_multiplier: float = bounded_float_option(
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"Enemy income multiplier",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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min=0,
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max=5,
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divisor=10,
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default=1.0,
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)
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invulnerable_player_pilots: bool = boolean_option(
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"Player pilots cannot be killed",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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detail=(
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"Aircraft are vulnerable, but the player's pilot will be returned to the "
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"squadron at the end of the mission"
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),
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default=True,
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)
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# Mission Difficulty
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manpads: bool = boolean_option(
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"Manpads on frontlines",
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page=DIFFICULTY_PAGE,
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section=MISSION_DIFFICULTY_SECTION,
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default=True,
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)
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night_disabled: bool = boolean_option(
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"No night missions",
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page=DIFFICULTY_PAGE,
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section=MISSION_DIFFICULTY_SECTION,
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default=False,
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)
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# Mission Restrictions
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labels: str = choices_option(
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"In game labels",
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page=DIFFICULTY_PAGE,
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section=MISSION_RESTRICTIONS_SECTION,
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choices=["Full", "Abbreviated", "Dot Only", "Neutral Dot", "Off"],
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default="Full",
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)
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map_coalition_visibility: ForcedOptions.Views = choices_option(
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"Map visibility options",
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page=DIFFICULTY_PAGE,
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section=MISSION_RESTRICTIONS_SECTION,
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choices={
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"All": ForcedOptions.Views.All,
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"Fog of war": ForcedOptions.Views.Allies,
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"Allies only": ForcedOptions.Views.OnlyAllies,
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"Own aircraft only": ForcedOptions.Views.MyAircraft,
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"Map only": ForcedOptions.Views.OnlyMap,
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},
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default=ForcedOptions.Views.All,
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)
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external_views_allowed: bool = boolean_option(
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"Allow external views",
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DIFFICULTY_PAGE,
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MISSION_RESTRICTIONS_SECTION,
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default=True,
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)
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battle_damage_assessment: Optional[bool] = choices_option(
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"Battle damage assessment",
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page=DIFFICULTY_PAGE,
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section=MISSION_RESTRICTIONS_SECTION,
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choices={"Player preference": None, "Enforced on": True, "Enforced off": False},
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default=None,
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)
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# Campaign management
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# General
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restrict_weapons_by_date: bool = False
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disable_legacy_aewc: bool = True
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disable_legacy_tanker: bool = True
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# Pilots and Squadrons
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ai_pilot_levelling: bool = True
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#: Feature flag for squadron limits.
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enable_squadron_pilot_limits: bool = False
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#: The maximum number of pilots a squadron can have at one time. Changing this after
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#: the campaign has started will have no immediate effect; pilots already in the
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#: squadron will not be removed if the limit is lowered and pilots will not be
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#: immediately created if the limit is raised.
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squadron_pilot_limit: int = 12
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#: The number of pilots a squadron can replace per turn.
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squadron_replenishment_rate: int = 4
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# HQ Automation
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automate_runway_repair: bool = False
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automate_front_line_reinforcements: bool = False
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automate_aircraft_reinforcements: bool = False
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auto_ato_behavior: AutoAtoBehavior = AutoAtoBehavior.Default
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auto_ato_player_missions_asap: bool = True
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automate_front_line_stance: bool = True
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reserves_procurement_target: int = 10
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# Mission Generator
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# Gameplay
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supercarrier: bool = False
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generate_marks: bool = True
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generate_dark_kneeboard: bool = False
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never_delay_player_flights: bool = False
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default_start_type: str = "Cold"
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# Mission specific
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desired_player_mission_duration: timedelta = timedelta(minutes=60)
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# Performance
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perf_smoke_gen: bool = True
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perf_smoke_spacing = 1600
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perf_red_alert_state: bool = True
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perf_artillery: bool = True
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perf_moving_units: bool = True
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perf_infantry: bool = True
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perf_destroyed_units: bool = True
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# Performance culling
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perf_culling: bool = False
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perf_culling_distance: int = 100
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perf_do_not_cull_carrier = True
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# Cheating
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show_red_ato: bool = False
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enable_frontline_cheats: bool = False
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enable_base_capture_cheat: bool = False
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# LUA Plugins system
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plugins: Dict[str, bool] = field(default_factory=dict)
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only_player_takeoff: bool = True # Legacy parameter do not use
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@staticmethod
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def plugin_settings_key(identifier: str) -> str:
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return f"plugins.{identifier}"
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def initialize_plugin_option(self, identifier: str, default_value: bool) -> None:
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try:
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self.plugin_option(identifier)
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except KeyError:
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self.set_plugin_option(identifier, default_value)
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def plugin_option(self, identifier: str) -> bool:
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return self.plugins[self.plugin_settings_key(identifier)]
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def set_plugin_option(self, identifier: str, enabled: bool) -> None:
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self.plugins[self.plugin_settings_key(identifier)] = enabled
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def __setstate__(self, state: dict[str, Any]) -> None:
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# __setstate__ is called with the dict of the object being unpickled. We
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# can provide save compatibility for new settings options (which
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# normally would not be present in the unpickled object) by creating a
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# new settings object, updating it with the unpickled state, and
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# updating our dict with that.
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new_state = Settings().__dict__
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new_state.update(state)
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self.__dict__.update(new_state)
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@classmethod
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def _field_description(cls, settings_field: Field[Any]) -> OptionDescription:
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return settings_field.metadata[SETTING_DESCRIPTION_KEY]
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@classmethod
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def pages(cls) -> Iterator[str]:
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seen: set[str] = set()
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for settings_field in cls._user_fields():
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description = cls._field_description(settings_field)
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if description.page not in seen:
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yield description.page
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seen.add(description.page)
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@classmethod
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def sections(cls, page: str) -> Iterator[str]:
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seen: set[str] = set()
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for settings_field in cls._user_fields():
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description = cls._field_description(settings_field)
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if description.page == page and description.section not in seen:
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yield description.section
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seen.add(description.section)
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@classmethod
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def fields(cls, page: str, section: str) -> Iterator[tuple[str, OptionDescription]]:
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for settings_field in cls._user_fields():
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description = cls._field_description(settings_field)
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if description.page == page and description.section == section:
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yield settings_field.name, description
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@classmethod
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def _user_fields(cls) -> Iterator[Field[Any]]:
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for settings_field in fields(cls):
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if SETTING_DESCRIPTION_KEY in settings_field.metadata:
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yield settings_field
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