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

@@ -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)