Adjust income based on control point type.

* Navies and off map spawns generate no income
* FOBs generate 10 instead of 20

Fixes https://github.com/Khopa/dcs_liberation/issues/662
This commit is contained in:
Dan Albert 2020-12-26 15:06:57 -08:00
parent e861e5b3d6
commit d634fd3236
4 changed files with 69 additions and 39 deletions

View File

@ -13,6 +13,8 @@ Saves from 2.3 are not compatible with 2.4.
* **[Mission Generator]** Multiple groups are created for complex SAM sites (SAMs with additional point defense or SHORADS), improving Skynet behavior.
* **[Skynet]** Point defenses are now configured to remain on to protect the site they accompany.
* **[Balance]** Opfor now gains income using the same rules as the player, significantly increasing their income relative to the player for most campaigns.
* **[Economy]** FOBs generate only $10M per turn (previously $20M like airbases).
* **[Economy]** Carriers and off-map spawns generate no income (previously $20M like airbases).
# 2.3.3

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@ -4,7 +4,6 @@ from dataclasses import dataclass
from typing import TYPE_CHECKING
from game.db import REWARDS
from game.theater import ControlPoint
if TYPE_CHECKING:
from game import Game
@ -22,12 +21,6 @@ class BuildingIncome:
return self.number * self.income_per_building
@dataclass(frozen=True)
class ControlPointIncome:
control_point: ControlPoint
income: int
class Income:
def __init__(self, game: Game, player: bool) -> None:
if player:
@ -37,12 +30,10 @@ class Income:
self.control_points = []
self.buildings = []
self.income_per_base = 20
names = set()
for cp in game.theater.control_points_for(player):
self.control_points.append(
ControlPointIncome(cp, self.income_per_base))
if cp.income_per_turn:
self.control_points.append(cp)
for tgo in cp.ground_objects:
names.add(tgo.obj_name)
@ -58,7 +49,7 @@ class Income:
self.buildings.append(BuildingIncome(name, category, count,
REWARDS[category]))
self.from_bases = sum(cp.income for cp in self.control_points)
self.from_bases = sum(cp.income_per_turn for cp in self.control_points)
self.total_buildings = sum(b.income for b in self.buildings)
self.total = ((self.total_buildings + self.from_bases) *
self.multiplier)

View File

@ -478,6 +478,10 @@ class ControlPoint(MissionTarget, ABC):
else:
return 0
@property
def income_per_turn(self) -> int:
return 0
class Airfield(ControlPoint):
@ -542,6 +546,10 @@ class Airfield(ControlPoint):
def can_deploy_ground_units(self) -> bool:
return True
@property
def income_per_turn(self) -> int:
return 20
class NavalControlPoint(ControlPoint, ABC):
@ -741,3 +749,7 @@ class Fob(ControlPoint):
@property
def can_deploy_ground_units(self) -> bool:
return True
@property
def income_per_turn(self) -> int:
return 10

View File

@ -1,3 +1,6 @@
import itertools
from typing import Optional
from PySide2.QtWidgets import (
QDialog,
QFrame,
@ -8,7 +11,8 @@ from PySide2.QtWidgets import (
import qt_ui.uiconstants as CONST
from game.game import Game
from game.income import Income
from game.income import BuildingIncome, Income
from game.theater import ControlPoint
class QHorizontalSeparationLine(QFrame):
@ -25,44 +29,65 @@ class QHorizontalSeparationLine(QFrame):
class FinancesLayout(QGridLayout):
def __init__(self, game: Game, player: bool) -> None:
super().__init__()
self.row = itertools.count(0)
income = Income(game, player)
self.addWidget(QLabel("<b>Control Points</b>"), 0, 0)
self.addWidget(QLabel(
f"{len(income.control_points)} bases x {income.income_per_base}M"),
0, 1)
self.addWidget(QLabel(f"{income.from_bases}M"), 0, 2)
control_points = reversed(
sorted(income.control_points, key=lambda c: c.income_per_turn))
for control_point in control_points:
self.add_control_point(control_point)
self.addWidget(QHorizontalSeparationLine(), 1, 0, 1, 3)
self.add_line()
buildings = reversed(sorted(income.buildings, key=lambda b: b.income))
row = 2
for row, building in enumerate(buildings, row):
self.addWidget(
QLabel(f"<b>{building.category.upper()} [{building.name}]</b>"),
row, 0)
self.addWidget(QLabel(
f"{building.number} buildings x {building.income_per_building}M"),
row, 1)
rlabel = QLabel(f"{building.income}M")
rlabel.setProperty("style", "green")
self.addWidget(rlabel, row, 2)
for building in buildings:
self.add_building(building)
self.addWidget(QHorizontalSeparationLine(), row + 1, 0, 1, 3)
self.addWidget(QLabel(
f"Income multiplier: {income.multiplier:.1f}"),
row + 2, 1
)
self.addWidget(QLabel(f"<b>{income.total}M</b>"), row + 2, 2)
self.add_line()
self.add_row(middle=f"Income multiplier: {income.multiplier:.1f}",
right=f"<b>{income.total}M</b>")
if player:
budget = game.budget
else:
budget = game.enemy_budget
self.addWidget(QLabel(f"Balance"), row + 3, 1)
self.addWidget(QLabel(f"<b>{budget}M</b>"), row + 3, 2)
self.setRowStretch(row + 4, 1)
self.add_row(middle="Balance", right=f"<b>{budget}M</b>")
self.setRowStretch(next(self.row), 1)
def add_row(self, left: Optional[str] = None, middle: Optional[str] = None,
right: Optional[str] = None) -> None:
if not any([left, middle, right]):
raise ValueError
row = next(self.row)
if left is not None:
self.addWidget(QLabel(left), row, 0)
if middle is not None:
self.addWidget(QLabel(middle), row, 1)
if right is not None:
self.addWidget(QLabel(right), row, 2)
def add_control_point(self, control_point: ControlPoint) -> None:
self.add_row(left=f"<b>{control_point.name}</b>",
right=f"{control_point.income_per_turn}M")
def add_building(self, building: BuildingIncome) -> None:
row = next(self.row)
self.addWidget(
QLabel(f"<b>{building.category.upper()} [{building.name}]</b>"),
row, 0)
self.addWidget(QLabel(
f"{building.number} buildings x {building.income_per_building}M"),
row, 1)
rlabel = QLabel(f"{building.income}M")
rlabel.setProperty("style", "green")
self.addWidget(rlabel, row, 2)
def add_line(self) -> None:
self.addWidget(QHorizontalSeparationLine(), next(self.row), 0, 1, 3)
class QFinancesMenu(QDialog):