persistent time and weather between regular and quick missions; defense AA for frontline CAS

This commit is contained in:
Vasyl Horbachenko
2018-06-29 00:20:56 +03:00
parent f8c1956614
commit 2ace05c565
12 changed files with 41 additions and 24 deletions

View File

@@ -18,9 +18,6 @@ class CaptureEvent(Event):
def __str__(self):
return "Attack from {} to {}".format(self.from_cp, self.to_cp)
def bonus(self):
return
@property
def threat_description(self):
descr = "{} aircraft + CAS, {} vehicles".format(

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@@ -5,6 +5,7 @@ from theater import *
from gen.environmentgen import EnvironmentSettings
from userdata.debriefing import Debriefing
from userdata import persistency
DIFFICULTY_LOG_BASE = 1.1
@@ -52,7 +53,7 @@ class Event:
self.operation.prepare(self.game.theater.terrain, is_quick=False)
self.operation.generate()
self.operation.mission.save("build/nextturn.miz")
self.operation.mission.save(persistency.mission_path_for("liberation_nextturn.miz"))
self.environment_settings = self.operation.environment_settings
def generate_quick(self):
@@ -61,7 +62,7 @@ class Event:
self.operation.prepare(self.game.theater.terrain, is_quick=True)
self.operation.generate()
self.operation.mission.save('build/nextturn_quick.miz')
self.operation.mission.save(persistency.mission_path_for("liberation_nextturn_quick.miz"))
def commit(self, debriefing: Debriefing):
for country, losses in debriefing.destroyed_units.items():

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@@ -157,7 +157,7 @@ class Game:
awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance, COMMISION_AMOUNTS_SCALE) * self.settings.multiplier
points_to_spend = cp.base.append_commision_points(for_task, awarded_points)
if points_to_spend > 0:
unittypes = self._commision_unit_types(cp, for_task)
unittypes = self.commision_unit_types(cp, for_task)
d = {random.choice(unittypes): points_to_spend}
print("Commision {}: {}".format(cp, d))
cp.base.commision_units(d)

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@@ -45,6 +45,7 @@ class InfantryTransportOperation(Operation):
self.visualgen.generate_transportation_marker(self.conflict.ground_attackers_location)
self.visualgen.generate_transportation_destination(self.conflict.position)
# TODO: horrible, horrible hack
# this will disable vehicle activation triggers,
# which aren't needed on this type of missions
self.is_quick = True