Remove the enemy forces multiplier option.

This didn't do what it claimed to (it actually just determines the
threshold for whether a control point shoudl be a *preferred* canidate
for purchasing ground units), and the income multipliers offer the
intended behavior.
This commit is contained in:
Dan Albert 2020-12-05 23:51:28 -08:00
parent aa9ffa0855
commit ce977ac937
5 changed files with 12 additions and 21 deletions

View File

@ -73,12 +73,11 @@ class ProcurementAi:
if not self.faction.frontline_units:
return budget
armor_limit = int(30 * self.game.settings.multiplier)
candidates = self.front_line_candidates(armor_limit)
if not candidates:
return budget
while budget > 0:
candidates = self.front_line_candidates()
if not candidates:
break
cp = random.choice(candidates)
unit = self.random_affordable_ground_unit(budget)
if unit is None:
@ -89,11 +88,6 @@ class ProcurementAi:
assert cp.pending_unit_deliveries is not None
cp.pending_unit_deliveries.deliver({unit: 1})
if cp.base.total_armor >= armor_limit:
candidates.remove(cp)
if not candidates:
break
return budget
def random_affordable_aircraft_group(
@ -115,7 +109,11 @@ class ProcurementAi:
while budget > 0:
group_size = 2
cp = random.choice(self.airbase_candidates(group_size))
candidates = self.airbase_candidates(group_size)
if not candidates:
break
cp = random.choice(candidates)
unit = self.random_affordable_aircraft_group(budget, group_size)
if unit is None:
# Can't afford any more aircraft.
@ -156,13 +154,14 @@ class ProcurementAi:
# Otherwise buy them anywhere valid.
return all_usable
def front_line_candidates(self, unit_limit: int) -> List[ControlPoint]:
def front_line_candidates(self) -> List[ControlPoint]:
candidates = []
# Prefer to buy front line units at active front lines that are not
# already overloaded.
for cp in self.owned_points:
if cp.base.total_armor >= unit_limit:
if cp.base.total_armor >= 30:
# Control point is already sufficiently defended.
continue
for connected in cp.connected_points:
if not connected.is_friendly(to_player=self.is_player):

View File

@ -17,7 +17,6 @@ class Settings:
night_disabled: bool = False
external_views_allowed: bool = True
supercarrier: bool = False
multiplier: float = 1.0
generate_marks: bool = True
manpads: bool = True
cold_start: bool = False # Legacy parameter do not use

View File

@ -69,7 +69,6 @@ class GeneratorSettings:
start_date: datetime
player_budget: int
enemy_budget: int
multiplier: float
midgame: bool
inverted: bool
no_carrier: bool

View File

@ -146,7 +146,6 @@ def create_game(campaign_path: Path, blue: str, red: str,
start_date=datetime.today(),
player_budget=DEFAULT_BUDGET,
enemy_budget=DEFAULT_BUDGET,
multiplier=1.0,
midgame=False,
inverted=False,
no_carrier=False,

View File

@ -81,7 +81,6 @@ class NewGameWizard(QtWidgets.QWizard):
enemy_budget=int(self.field("enemy_starting_money")),
# QSlider forces integers, so we use 1 to 50 and divide by 10 to
# give 0.1 to 5.0.
multiplier=self.field("multiplier") / 10,
midgame=self.field("midGame"),
inverted=self.field("invertMap"),
no_carrier=self.field("no_carrier"),
@ -360,10 +359,6 @@ class DifficultyAndAutomationOptions(QtWidgets.QWizardPage):
economy_layout = QtWidgets.QVBoxLayout()
economy_group.setLayout(economy_layout)
multiplier = TenthsSpinSlider("Enemy forces multiplier", 1, 50, 10)
self.registerField('multiplier', multiplier.spinner)
economy_layout.addLayout(multiplier)
player_income = TenthsSpinSlider("Player income multiplier", 1, 50, 10)
self.registerField("player_income_multiplier", player_income.spinner)
economy_layout.addLayout(player_income)