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

This commit is contained in:
blitzmann
2018-05-20 11:34:35 -04:00
parent d84525876a
commit bc23417eae
13 changed files with 68 additions and 8 deletions

View File

@@ -403,7 +403,7 @@ class Fit(object):
elif thing.category.name == "Fighter":
fighter = es_Fighter(thing)
fit.projectedFighters.append(fighter)
elif thing.group.name == "Effect Beacon":
elif thing.group.name in es_Module.SYSTEM_GROUPS:
module = es_Module(thing)
module.state = State.ONLINE
fit.projectedModules.append(module)

View File

@@ -812,14 +812,19 @@ class Market(object):
"Pulsar Effect Beacon",
"Red Giant Beacon",
"Wolf Rayet Effect Beacon",
"Incursion ship attributes effects")
"Incursion ship attributes effects",
"MassiveEnvironments",
"Non-Interactable Object")
# Stuff we don't want to see in names
garbages = ("Effect", "Beacon", "ship attributes effects")
# Get group with all the system-wide beacons
grp = self.getGroup("Effect Beacon")
beacons = self.getItemsByGroup(grp)
grp2 = self.getGroup("MassiveEnvironments")
grp3 = self.getGroup("Non-Interactable Object")
# Cycle through them
for beacon in beacons:
for beacon in self.getItemsByGroup(grp):
print(beacon.name)
# Check if it belongs to any valid group
for group in validgroups:
# Check beginning of the name only
@@ -845,4 +850,9 @@ class Market(object):
effects[groupname].add((beacon, beaconname, shortname))
# Break loop on 1st result
break
effects["Non-Interactable"] = set()
for beacon in grp3.items:
effects["Non-Interactable"].add((beacon, beacon.name, beacon.name))
return effects