display strike objectives on map; minor fixes

This commit is contained in:
Vasyl Horbachenko 2018-10-12 23:31:00 +03:00
parent ff08888385
commit ce43be0d67
5 changed files with 83 additions and 65 deletions

View File

@ -43,7 +43,7 @@ def is_version_compatible(save_version):
if current_version_components == save_version_components:
return True
if save_version == "1.4_rc1":
if save_version in ["1.4_rc1", "1.4_rc2", "1.4_rc3"]:
return False
if current_version_components[:2] == save_version_components[:2]:

View File

@ -58,14 +58,14 @@ EVENT_PROBABILITIES = {
InfantryTransportEvent: [25, 0],
# events conditionally present; for both enemy and player
BaseAttackEvent: [100, 15],
BaseAttackEvent: [100, 5],
# events randomly present; for both enemy and player
InterceptEvent: [25, 15],
NavalInterceptEvent: [25, 15],
InterceptEvent: [25, 5],
NavalInterceptEvent: [25, 5],
# events randomly present; only for the enemy
InsurgentAttackEvent: [0, 10],
InsurgentAttackEvent: [0, 4],
}
# amount of strength player bases recover for the turn
@ -116,10 +116,62 @@ class Game:
game=self))
break
def _generate_events(self):
enemy_cap_generated = False
enemy_generated_types = []
def _generate_player_event(self, event_class, player_cp, enemy_cp):
if event_class == NavalInterceptEvent and enemy_cp.radials == LAND:
# skip naval events for non-coastal CPs
return
if event_class == BaseAttackEvent and enemy_cp.base.strength > PLAYER_BASEATTACK_THRESHOLD:
# skip base attack events for CPs yet too strong
return
if event_class == StrikeEvent and not enemy_cp.ground_objects:
# skip strikes in case of no targets
return
self.events.append(event_class(self.player, self.enemy, player_cp, enemy_cp, self))
def _generate_enemy_event(self, event_class, player_cp, enemy_cp):
if event_class in [type(x) for x in self.events if not self.is_player_attack(x)]:
# skip already generated enemy event types
return
if player_cp in self.ignored_cps:
# skip attacks against ignored CPs (for example just captured ones)
return
if enemy_cp.base.total_planes == 0:
# skip event if there's no planes on the base
return
if player_cp.is_global:
# skip carriers
return
if event_class == NavalInterceptEvent:
if player_cp.radials == LAND:
# skip naval events for non-coastal CPs
return
elif event_class == StrikeEvent:
if not player_cp.ground_objects:
# skip strikes if there's no ground objects
return
elif event_class == BaseAttackEvent:
if BaseAttackEvent in [type(x) for x in self.events]:
# skip base attack event if there's another one going on
return
if enemy_cp.base.total_armor == 0:
# skip base attack if there's no armor
return
if player_cp.base.strength > PLAYER_BASEATTACK_THRESHOLD:
# skip base attack if strength is too high
return
self.events.append(event_class(self.enemy, self.player, enemy_cp, player_cp, self))
def _generate_events(self):
for player_cp, enemy_cp in self.theater.conflicts(True):
if enemy_cp.is_global:
continue
@ -136,54 +188,10 @@ class Game:
continue
if player_probability == 100 or self._roll(player_probability, player_cp.base.strength):
if event_class == NavalInterceptEvent and enemy_cp.radials == LAND:
# skip naval events for non-coastal CPs
pass
else:
if event_class == BaseAttackEvent and enemy_cp.base.strength > PLAYER_BASEATTACK_THRESHOLD:
# skip base attack events for CPs yet too strong
pass
else:
if event_class == StrikeEvent and not enemy_cp.ground_objects:
# skip strikes in case of no targets
pass
else:
# finally append the event
self.events.append(event_class(self.player, self.enemy, player_cp, enemy_cp, self))
elif enemy_probability == 100 or self._roll(enemy_probability, enemy_cp.base.strength):
if event_class in enemy_generated_types:
# skip already generated event types
continue
self._generate_player_event(event_class, player_cp, enemy_cp)
if player_cp in self.ignored_cps:
# skip attacks against ignored CPs (for example just captured ones)
continue
if enemy_cp.base.total_planes == 0:
# skip event if there's no planes on the base
continue
if event_class == NavalInterceptEvent:
if player_cp.radials == LAND:
# skip naval events for non-coastal CPs
continue
elif event_class == StrikeEvent:
if not player_cp.ground_objects:
# skip strikes if there's no ground objects
continue
elif event_class == BaseAttackEvent:
if enemy_cap_generated:
# skip base attack event if there's another one going on
continue
if enemy_cp.base.total_armor == 0:
# skip base attack if there's no armor
continue
enemy_cap_generated = True
# finally append the event
enemy_generated_types.append(event_class)
self.events.append(event_class(self.enemy, self.player, enemy_cp, player_cp, self))
if enemy_probability == 100 or 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]:
importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)

View File

@ -11,8 +11,8 @@ from .base import *
class CaucasusTheater(ConflictTheater):
terrain = caucasus.Caucasus()
overview_image = "caumap.gif"
reference_points = {(-317948.32727306, 635639.37385346): (282.5, 319),
(-355692.3067714, 617269.96285781): (269, 352), }
reference_points = {(-317948.32727306, 635639.37385346): (278.5, 319),
(-355692.3067714, 617269.96285781): (263, 352), }
landmap = load_landmap("resources\\caulandmap.p")
daytime_map = {
"dawn": (6, 9),

View File

@ -20,8 +20,8 @@ class MainMenu(Menu):
self.upd.update()
self.frame = self.window.right_pane
self.frame.columnconfigure(0, weight=1)
self.frame.rowconfigure(0, weight=1)
self.frame.rowconfigure(0, weight=0)
self.frame.rowconfigure(1, weight=1)
def display(self):
persistency.save_game(self.game)
@ -32,27 +32,29 @@ class MainMenu(Menu):
# Header :
header = Frame(self.frame, **STYLES["header"])
Button(header, text="Configuration", command=self.configuration_menu, **STYLES["btn-primary"]).grid(column=0, row=0, sticky=NW)
Label(header, text="Budget: {}m (+{}m)".format(self.game.budget, self.game.budget_reward_amount), **STYLES["strong"]).grid(column=1, row=0, sticky=NSEW, padx=50)
Label(header, text="Budget: {}m (+{}m)".format(self.game.budget, self.game.budget_reward_amount), **STYLES["strong"]).grid(column=1, row=0, sticky=N+EW, padx=50)
Button(header, text="Pass turn", command=self.pass_turn, **STYLES["btn-primary"]).grid(column=2, row=0, sticky=NE)
header.grid(column=0, columnspan=99, row=0, sticky=N+EW)
header.grid(column=0, row=0, sticky=N+EW)
content = Frame(self.frame, **STYLES["body"])
content.grid(column=0, row=1, sticky=NSEW)
column = 0
row = 0
def label(text):
nonlocal row, body
frame = LabelFrame(body, **STYLES["label-frame"])
frame.grid(row=row, sticky=NSEW, columnspan=2)
frame.grid(row=row, sticky=N+EW, columnspan=2)
Label(frame, text=text, **STYLES["widget"]).grid(row=row, sticky=NS)
row += 1
def event_button(event):
nonlocal row, body
frame = LabelFrame(body, **STYLES["label-frame"])
frame.grid(row=row, sticky=NSEW)
frame.grid(row=row, sticky=N+EW)
Message(frame, text="{}".format(
event
), aspect=1600, **STYLES["widget"]).grid(column=0, row=0, sticky=NSEW)
), aspect=1600, **STYLES["widget"]).grid(column=0, row=0, sticky=N+EW)
Button(body, text=">", command=self.start_event(event), **STYLES["btn-primary"]).grid(column=1, row=row, sticky=E)
row += 1
@ -83,7 +85,7 @@ class MainMenu(Menu):
new_departure = event.from_cp.name
if new_departure != departure:
body = LabelFrame(self.frame, **STYLES["body"])
body = Frame(content, **STYLES["body"])
body.grid(column=column, row=1, sticky=N+EW)
row = 0
column += 1

View File

@ -67,6 +67,14 @@ class OverviewCanvas:
self.canvas.create_image((self.image.width()/2, self.image.height()/2), image=self.image)
for cp in self.game.theater.controlpoints:
for ground_object in cp.ground_objects:
x, y = self.transform_point(ground_object.position)
self.canvas.create_text(x,
y,
text=".",
fill="black" if ground_object.is_dead else self._enemy_color(),
font=("Helvetica", 18))
coords = self.transform_point(cp.position)
for connected_cp in cp.connected_points:
connected_coords = self.transform_point(connected_cp.position)