Moved the default fighter ability to the __init__()
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@@ -53,6 +53,20 @@ class Fighter(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
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self.build()
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standardAttackActive = False
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for ability in self.abilities:
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if ability.effect.isImplemented and ability.effect.handlerName == 'fighterabilityattackm':
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# Activate "standard attack" if available
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ability.active = True
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standardAttackActive = True
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else:
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# Activate all other abilities (Neut, Web, etc) except propmods if no standard attack is active
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if ability.effect.isImplemented and \
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standardAttackActive is False and \
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ability.effect.handlerName != 'fighterabilitymicrowarpdrive' and \
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ability.effect.handlerName != 'fighterabilityevasivemaneuvers':
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ability.active = True
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@reconstructor
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def init(self):
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"""Initialize a fighter from the database and validate"""
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@@ -128,8 +128,6 @@ class FittingViewDrop(wx.DropTarget):
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return t
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class FittingView(d.Display):
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DEFAULT_COLS = ["State",
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"Ammo Icon",
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@@ -861,6 +861,7 @@ class Fit(object):
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self.recalc(fit)
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return True
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@deprecated
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def addFighter(self, fitID, itemID, recalc=True):
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pyfalog.debug("Adding fighters ({0}) to fit ID: {1}", itemID, fitID)
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if fitID is None:
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@@ -880,19 +881,6 @@ class Fit(object):
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fighter = es_Fighter(item)
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used = fit.getSlotsUsed(fighter.slot)
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total = fit.getNumSlots(fighter.slot)
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standardAttackActive = False
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for ability in fighter.abilities:
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if ability.effect.isImplemented and ability.effect.handlerName == 'fighterabilityattackm':
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# Activate "standard attack" if available
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ability.active = True
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standardAttackActive = True
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else:
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# Activate all other abilities (Neut, Web, etc) except propmods if no standard attack is active
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if ability.effect.isImplemented and \
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standardAttackActive is False and \
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ability.effect.handlerName != 'fighterabilitymicrowarpdrive' and \
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ability.effect.handlerName != 'fighterabilityevasivemaneuvers':
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ability.active = True
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if used >= total:
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fighter.active = False
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