refactor(turns): modify turn settings

* raise air defense limits
* enemy gains more units even if no action is taken on a turn
* player gains money even if no action was taken on a turn
This commit is contained in:
Wrycu 2019-05-30 21:31:50 -07:00
parent 6ec14e744e
commit 26840373ed
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@ -20,7 +20,7 @@ COMMISION_LIMITS_FACTORS = {
PinpointStrike: 10,
CAS: 5,
CAP: 8,
AirDefence: 1,
AirDefence: 8,
}
COMMISION_AMOUNTS_SCALE = 1.5
@ -28,7 +28,7 @@ COMMISION_AMOUNTS_FACTORS = {
PinpointStrike: 3,
CAS: 1,
CAP: 2,
AirDefence: 0.3,
AirDefence: 0.8,
}
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
@ -187,7 +187,7 @@ class Game:
if event_class is BaseAttackEvent:
base_attack_generated_for.add(enemy_cp)
if enemy_probability == 100 or enemy_probability > 0 and self._roll(enemy_probability, enemy_cp.base.strength):
if enemy_probability == 100 or enemy_probability > 0 and self._roll(enemy_probability, enemy_cp.base.strength):
self._generate_enemy_event(event_class, player_cp, enemy_cp)
def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> typing.Collection[UnitType]:
@ -273,12 +273,11 @@ class Game:
else:
event.skip()
for cp in self.theater.enemy_points():
self._commision_units(cp)
self._budget_player()
if not no_action:
self._budget_player()
for cp in self.theater.enemy_points():
self._commision_units(cp)
for cp in self.theater.player_points():
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)