number of minor bugfixes and UI improvements

This commit is contained in:
Vasyl Horbachenko 2018-10-12 21:32:43 +03:00
parent 07b35f8ee1
commit f21bd10f09
13 changed files with 66 additions and 32 deletions

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@ -343,6 +343,10 @@ PLANE_PAYLOAD_OVERRIDES = {
CAP: "AIM-120*4,AIM-9*2,AIM-7*2,Fuel",
},
Su_25T: {
CAS: "APU-8 Vikhr-M*2,Kh-25ML,R-73*2,SPPU-22*2,Mercury LLTV Pod,MPS-410",
},
Su_33: {
CAP: "R-73*4,R-27R*2,R-27ER*6",
},

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@ -8,7 +8,7 @@ class FrontlineAttackEvent(Event):
TARGET_AMOUNT_FACTOR = 0.5
ATTACKER_AMOUNT_FACTOR = 0.4
ATTACKER_DEFENDER_FACTOR = 0.7
STRENGTH_INFLUENCE = 0.2
STRENGTH_INFLUENCE = 0.3
SUCCESS_FACTOR = 1.5
defenders = None # type: db.ArmorDict

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@ -5,7 +5,7 @@ from userdata.debriefing import Debriefing
class FrontlinePatrolEvent(Event):
ESCORT_FACTOR = 0.5
STRENGTH_INFLUENCE = 0.2
STRENGTH_INFLUENCE = 0.3
SUCCESS_FACTOR = 0.8
cas = None # type: db.PlaneDict

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@ -5,7 +5,7 @@ from .event import *
class StrikeEvent(Event):
STRENGTH_INFLUENCE = 0.0
SINGLE_OBJECT_STRENGTH_INFLUENCE = 0.03
SINGLE_OBJECT_STRENGTH_INFLUENCE = 0.05
def __str__(self):
return "Strike"
@ -39,6 +39,7 @@ class StrikeEvent(Event):
def commit(self, debriefing: Debriefing):
super(StrikeEvent, self).commit(debriefing)
self.to_cp.base.affect_strength(-self.SINGLE_OBJECT_STRENGTH_INFLUENCE * len(debriefing.destroyed_objects))
def player_attacking(self, flights: db.TaskForceDict):

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@ -25,7 +25,7 @@ COMMISION_LIMITS_FACTORS = {
COMMISION_AMOUNTS_SCALE = 1.5
COMMISION_AMOUNTS_FACTORS = {
PinpointStrike: 6,
PinpointStrike: 3,
CAS: 1,
CAP: 2,
AirDefence: 0.3,
@ -33,30 +33,39 @@ COMMISION_AMOUNTS_FACTORS = {
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
PLAYER_BASEATTACK_THRESHOLD = 0.2
PLAYER_BASEATTACK_THRESHOLD = 0.4
"""
Various events probabilities. First key is player probabilty, second is enemy probability.
For the enemy events, only 1 event of each type could be generated for a turn.
Events:
* CaptureEvent - capture base
* BaseAttackEvent - capture base
* InterceptEvent - air intercept
* FrontlineAttack - frontline attack
* GroundAttackEvent - destroy insurgents
* FrontlineAttackEvent - frontline attack
* FrontlineCAPEvent - frontline attack
* NavalInterceptEvent - naval intercept
* AntiAAStrikeEvent - anti-AA strike
* StrikeEvent - strike event
* InfantryTransportEvent - helicopter infantry transport
"""
EVENT_PROBABILITIES = {
BaseAttackEvent: [100, 15],
# events always present; only for the player
FrontlineAttackEvent: [100, 0],
FrontlinePatrolEvent: [100, 0],
StrikeEvent: [100, 0],
InterceptEvent: [25, 15],
InsurgentAttackEvent: [0, 10],
NavalInterceptEvent: [25, 15],
# events randomly present; only for the player
InfantryTransportEvent: [25, 0],
# events conditionally present; for both enemy and player
BaseAttackEvent: [100, 15],
# events randomly present; for both enemy and player
InterceptEvent: [25, 15],
NavalInterceptEvent: [25, 15],
# events randomly present; only for the enemy
InsurgentAttackEvent: [0, 10],
}
# amount of strength player bases recover for the turn
@ -117,47 +126,62 @@ class Game:
for event_class, (player_probability, enemy_probability) in EVENT_PROBABILITIES.items():
if event_class in [FrontlineAttackEvent, FrontlinePatrolEvent, InfantryTransportEvent]:
# skip events requiring frontline
if not Conflict.has_frontline_between(player_cp, enemy_cp):
continue
if player_cp.is_global:
# skip events requiring ground CP
if event_class not in [InterceptEvent, StrikeEvent, NavalInterceptEvent]:
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
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))

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@ -23,7 +23,7 @@ REGROUP_ALT = 5000
TRIGGER_WAYPOINT_OFFSET = 2
TRIGGER_MIN_DISTANCE_FROM_START = 10000
TRIGGER_RADIUS_MINIMUM = 25000
TRIGGER_RADIUS_MINIMUM = 20000
TRIGGER_RADIUS_SMALL = 30000
TRIGGER_RADIUS_MEDIUM = 100000

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@ -1 +1 @@
Subproject commit e2f8478c4ed95588cea5837e62fc982decb7e133
Subproject commit 54eab60f228847f2d92e344e6885eca855354f41

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@ -96,15 +96,15 @@ class EventMenu(Menu):
header("Support:")
# Options
awacs_enabled = self.game.budget >= AWACS_BUDGET_COST and NORMAL or DISABLED
Checkbutton(self.frame, var=self.awacs, state=awacs_enabled, **STYLES["radiobutton"]).grid(row=row, column=2, sticky=E)
Label(self.frame, text="AWACS ({}m)".format(AWACS_BUDGET_COST), **STYLES["widget"]).grid(row=row, column=0, sticky=W, pady=5)
Checkbutton(self.frame, var=self.awacs, state=awacs_enabled, **STYLES["radiobutton"]).grid(row=row, column=4, sticky=E)
row += 1
Label(self.frame, text="Combined Arms Slots", **STYLES["widget"]).grid(row=row, sticky=W)
self.ca_slot_entry = Entry(self.frame, width=2)
self.ca_slot_entry.insert(0, "0")
self.ca_slot_entry.grid(column=1, row=row, sticky=W, padx=5)
Button(self.frame, text="+", command=self.add_ca_slot, **STYLES["btn-primary"]).grid(column=2, row=row, padx=5, sticky=W)
self.ca_slot_entry.grid(column=3, row=row, sticky=E, padx=5)
Button(self.frame, text="+", command=self.add_ca_slot, **STYLES["btn-primary"]).grid(column=4, row=row, padx=5, sticky=W)
row += 1
header("Ready?")

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@ -118,7 +118,7 @@ class EventResultsMenu(Menu):
def simulate_result(self, player_factor: float, enemy_factor: float):
def action():
debriefing = Debriefing({}, [])
debriefing = Debriefing({})
def count(country: Country) -> typing.Dict[UnitType, int]:
result = {}

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@ -50,20 +50,21 @@ class MainMenu(Menu):
nonlocal row, body
frame = LabelFrame(body, **STYLES["label-frame"])
frame.grid(row=row, sticky=NSEW)
Message(frame, text="{}{}".format(
event.defender_name == self.game.player and "Enemy attacking: " or "",
Message(frame, text="{}".format(
event
), aspect=1600, **STYLES["widget"]).grid(column=0, row=0, sticky=NSEW)
Button(body, text=">", command=self.start_event(event), **STYLES["btn-primary"]).grid(column=1, row=row, sticky=E)
row += 1
def departure_header(text):
def departure_header(text, style="strong"):
nonlocal row, body
Label(body, text=text, **STYLES["strong"]).grid(column=0, columnspan=2, row=row, sticky=N+EW, pady=(0, 5)); row += 1
Label(body, text=text, **STYLES[style]).grid(column=0, columnspan=2, row=row, sticky=N+EW, pady=(0, 5))
row += 1
def destination_header(text, pady=0):
def destination_header(text):
nonlocal row, body
Label(body, text=text, **STYLES["substrong"]).grid(column=0, columnspan=2, row=row, sticky=N+EW, pady=(pady,0)); row += 1
Label(body, text=text, **STYLES["substrong"]).grid(column=0, columnspan=2, row=row, sticky=N+EW)
row += 1
events = self.game.events
events.sort(key=lambda x: x.to_cp.name)
@ -74,22 +75,25 @@ class MainMenu(Menu):
departure = None
for event in events:
new_departure = event.from_cp.name if not event.informational else "Deliveries"
if event.informational:
new_departure = "Deliveries"
elif not self.game.is_player_attack(event):
new_departure = "Enemy attack"
else:
new_departure = event.from_cp.name
if new_departure != departure:
body = LabelFrame(self.frame, **STYLES["body"])
body.grid(column=column, row=1, sticky=NSEW)
body.grid(column=column, row=1, sticky=N+EW)
row = 0
column += 1
departure = new_departure
departure_header(new_departure)
departure_header(new_departure, style="strong" if self.game.is_player_attack(event) else "supstrong")
destination = None
if not event.informational:
if self.game.is_player_attack(event):
new_destination = "At {}".format(event.to_cp.name)
else:
new_destination = "Enemy attack"
if destination != new_destination:
destination_header(new_destination)
destination = new_destination

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@ -29,6 +29,7 @@ STYLES["frame-wrapper"] = {"bg": BG_COLOR, "relief":"sunken"}
STYLES["body"] = {"bg": BG_COLOR, "padx": 10, "pady": 10}
STYLES["strong"] = {"font": BOLD_FONT, "bg": BG_TITLE_COLOR, "fg": FG_COLOR}
STYLES["substrong"] = {"font": BOLD_FONT, "bg": BG_SUBTITLE_COLOR, "fg": FG_COLOR}
STYLES["supstrong"] = {"font": BOLD_FONT, "bg": RED, "fg": FG_COLOR}
STYLES["strong-grey"] = {"font": BOLD_FONT, "bg": BG_TITLE_COLOR, "fg": FG_COLOR_LIGHT}
STYLES["mission-preview"] = {"font": BOLD_FONT, "bg": YELLOW, "fg": FG_COLOR}