Add support for insurgency suppression bonus
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13
db_update.py
13
db_update.py
@@ -651,6 +651,16 @@ def update_db():
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effect.effectName = effectName
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item.effects[effectName] = effect
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def hardcodeSuppressionTackleRange():
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beaconTypeID = 79839
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attrMap = {
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'warfareBuff1ID': 2405,
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'warfareBuff1Value': 10}
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effectMap = {100000: 'pyfaCustomSuppressionTackleRange'}
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_hardcodeAttribs(beaconTypeID, attrMap)
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_hardcodeEffects(beaconTypeID, effectMap)
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def hardcodeShapash():
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shapashTypeID = 1000000
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_copyItem(srcName='Utu', tgtTypeID=shapashTypeID, tgtName='Shapash')
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@@ -794,8 +804,7 @@ def update_db():
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_hardcodeAttribs(cybeleTypeID, attrMap)
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_hardcodeEffects(cybeleTypeID, effectMap)
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# hardcodeShapash()
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# hardcodeCybele()
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hardcodeSuppressionTackleRange()
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eos.db.gamedata_session.commit()
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eos.db.gamedata_engine.execute('VACUUM')
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@@ -37,6 +37,20 @@ class DummyEffect(BaseEffect):
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pass
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class Effect100000(BaseEffect):
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runTime = 'early'
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type = ('projected', 'passive', 'gang')
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@staticmethod
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def handler(fit, beacon, context, projectionRange, **kwargs):
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if beacon.getModifiedItemAttr('warfareBuff1ID'):
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value = beacon.getModifiedItemAttr('warfareBuff1Value')
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id = beacon.getModifiedItemAttr('warfareBuff1ID')
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if id:
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fit.addCommandBonus(id, value, beacon, kwargs['effect'], 'early')
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class Effect4(BaseEffect):
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"""
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shieldBoosting
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@@ -124,8 +124,9 @@ class AddEnvironmentEffect(ContextMenuUnconditional):
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data.groups[_t('Sansha Incursion')] = self.getEffectBeacons(
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_t('ContextMenu|ProjectedEffectManipulation|Sansha Incursion'))
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data.groups[_t('Triglavian Invasion')] = self.getInvasionBeacons()
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# data.groups[_t('Pirate Insurgency')] = self.getEffectBeacons(
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# _t('ContextMenu|ProjectedEffectManipulation|Insurgency'))
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data.groups[_t('Pirate Insurgency')] = self.getEffectBeacons(
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_t('ContextMenu|ProjectedEffectManipulation|Insurgency'),
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extra_garbage=(_t('ContextMenu|ProjectedEffectManipulation|Beacon'),))
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return data
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def getEffectBeacons(self, *groups, extra_garbage=()):
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@@ -176,7 +177,6 @@ class AddEnvironmentEffect(ContextMenuUnconditional):
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container.append(Entry(beacon.ID, beaconname, shortname))
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# Break loop on 1st result
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break
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data.sort()
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return data
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def getAbyssalWeather(self):
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