Conversation
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Looks good to me but before aproving, there are some smaller thigns that could lead to bugs in the future
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- Serialize only player units.
the resupply and replacement pools shouldn't be persisted in the campaign but rather set on a per-mission basis to reflect available supply for that mission. Also fixed menu issues by refactoring supply panel to not expand outside the screen rect.
Pushed a fix which fixes this.
Pushed a fix for this.
This is intended behaviour, the supply, equipment and reinforcement pools are on a per-mission basis (so the designer can design a lack of supply for certain missions). The campaign wide pool is a deprecated pool from when i was still conceptualizing how this should work.
Pushed a implementation of this system.
Fixed this (and made the UI better). |
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Most of this is fixed. Since AI is way better at describing this, here is a little description from AI that can help solving the issues: Pre-mission persistence: Fixed. HQTable.generate_playable_units() now pulls saved state (including ammo/equipment) from Game.current_save, and _save_temp_unit_states() persists edits, so resupply/reinforcement changes made before deploy carry into the mission. Reinforcement pool: Your intent is per-mission pools, and the code matches that: UnitSelect reads/writes Game.current_scenario.replacement_pool and nothing persists a campaign-wide pool. Experience: Implemented and awarded (Game._award_experience_to_units, medal handling, UnitSelect displays it), but there’s a regression: save_campaign_state() writes unit states without the experience field, so any XP gained in _award_experience_to_units() gets overwritten when the save happens. Add experience to the state dictionary in save_campaign_state() to preserve XP between missions. |
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pushed a fix for the unit xp regression issue. |
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aproved |
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