Moved the default fighter ability to the __init__()

This commit is contained in:
Ryan Holmes
2018-08-13 18:53:30 -04:00
parent efbf2e7432
commit 513e9d14d8
3 changed files with 15 additions and 15 deletions

View File

@@ -53,6 +53,20 @@ class Fighter(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
self.build()
standardAttackActive = False
for ability in self.abilities:
if ability.effect.isImplemented and ability.effect.handlerName == 'fighterabilityattackm':
# Activate "standard attack" if available
ability.active = True
standardAttackActive = True
else:
# Activate all other abilities (Neut, Web, etc) except propmods if no standard attack is active
if ability.effect.isImplemented and \
standardAttackActive is False and \
ability.effect.handlerName != 'fighterabilitymicrowarpdrive' and \
ability.effect.handlerName != 'fighterabilityevasivemaneuvers':
ability.active = True
@reconstructor
def init(self):
"""Initialize a fighter from the database and validate"""

View File

@@ -128,8 +128,6 @@ class FittingViewDrop(wx.DropTarget):
return t
class FittingView(d.Display):
DEFAULT_COLS = ["State",
"Ammo Icon",

View File

@@ -861,6 +861,7 @@ class Fit(object):
self.recalc(fit)
return True
@deprecated
def addFighter(self, fitID, itemID, recalc=True):
pyfalog.debug("Adding fighters ({0}) to fit ID: {1}", itemID, fitID)
if fitID is None:
@@ -880,19 +881,6 @@ class Fit(object):
fighter = es_Fighter(item)
used = fit.getSlotsUsed(fighter.slot)
total = fit.getNumSlots(fighter.slot)
standardAttackActive = False
for ability in fighter.abilities:
if ability.effect.isImplemented and ability.effect.handlerName == 'fighterabilityattackm':
# Activate "standard attack" if available
ability.active = True
standardAttackActive = True
else:
# Activate all other abilities (Neut, Web, etc) except propmods if no standard attack is active
if ability.effect.isImplemented and \
standardAttackActive is False and \
ability.effect.handlerName != 'fighterabilitymicrowarpdrive' and \
ability.effect.handlerName != 'fighterabilityevasivemaneuvers':
ability.active = True
if used >= total:
fighter.active = False