Start working on Abysmal space environment effects. The values produced for the infernal weather (calm firestorm) thermic resist penalties are spot on according to my testing. :D
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@@ -403,7 +403,7 @@ class Fit(object):
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elif thing.category.name == "Fighter":
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fighter = es_Fighter(thing)
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fit.projectedFighters.append(fighter)
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elif thing.group.name == "Effect Beacon":
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elif thing.group.name in es_Module.SYSTEM_GROUPS:
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module = es_Module(thing)
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module.state = State.ONLINE
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fit.projectedModules.append(module)
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@@ -812,14 +812,19 @@ class Market(object):
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"Pulsar Effect Beacon",
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"Red Giant Beacon",
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"Wolf Rayet Effect Beacon",
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"Incursion ship attributes effects")
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"Incursion ship attributes effects",
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"MassiveEnvironments",
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"Non-Interactable Object")
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# Stuff we don't want to see in names
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garbages = ("Effect", "Beacon", "ship attributes effects")
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# Get group with all the system-wide beacons
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grp = self.getGroup("Effect Beacon")
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beacons = self.getItemsByGroup(grp)
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grp2 = self.getGroup("MassiveEnvironments")
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grp3 = self.getGroup("Non-Interactable Object")
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# Cycle through them
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for beacon in beacons:
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for beacon in self.getItemsByGroup(grp):
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print(beacon.name)
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# Check if it belongs to any valid group
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for group in validgroups:
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# Check beginning of the name only
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@@ -845,4 +850,9 @@ class Market(object):
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effects[groupname].add((beacon, beaconname, shortname))
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# Break loop on 1st result
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break
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effects["Non-Interactable"] = set()
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for beacon in grp3.items:
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effects["Non-Interactable"].add((beacon, beacon.name, beacon.name))
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return effects
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