Dev Update: CPS Objectives [FULL DONE] + Factions' Death Tolerance

  • Colonization Phase System (CPS):
    • [New: DONE] added a root code to test if a CPS objective must monitoring the energetic changes, and make the respective calls to update the score(s). 
    • [New: DONE] added a root code to test if a CPS objective must monitoring the changes in the line of credit, and make the respective calls to update the score(s).
    • [New: DONE] added a root code to test if a CPS objective must monitoring the changes in the size of the population, and make the respective calls to update the score(s).
  • Colonization Phase System (CPS) / Objectives:
    • [WIP => DONE] Ensures the Survivability of the Population (ASURPOP): special initialization of the objective with its rules, calculations and specific data.
    • [NOT DEV => DONE] Be Energy Efficient (ENERGEFF): special initialization of the objective with its rules, calculations and specific data.
    • [NOT DEV => DONE] Keeps the Usage of Line of Credit at Lowest (KEEPLOC): special initialization of the objective with its rules, calculations and specific data.
    • [NOT DEV => DONE] Keeps Alive #Percent of the Population at End Of Year (KEEPALIVE): special initialization of the objective with its rules, calculations and specific data.
  • Colony Simulation Model (CSM) / Energy Update:
    • [New: DONE] each time the power grid of a colony is updated directly, the CSM calls the CPS to see if one of the 3 energy data is used by an existing CPS objective.
  • Factions:
    • [New: DONE] add a Death Tolerance data (usable at any time in the game) that can be useful for AI behavior and other game systems' rules.
  • Factions / Expeditions & Backstories:
    • [New: DONE] a data, Death Tolerance Modifier, is added to any backstory. This modifier indicates the tolerance in regard of accidental / health / crime death in the colony. It can be used for certain parts of the game, like certain CPS objectives.
  • Missions / Colonization:
    • [NOT DEV] fix the case when the colony isn't founded yet, and only one carried colonization vessel is selected for the mission. The trip time dosen't update and it can create a bug.
  • New Game Setup:
    • [New: DONE] the Socio-Political Matrix is now also initialized for non-player's factions.
  • Population:
    • [New: DONE] each time the population of a colony is modified and it is a sentient race / ethnic group, the code call the CPS to see if the change in the population is used by a current CPS objective.
  • Production System / Energy Equilibrium Rules:
    • [New: DONE] add a link to test if a CPS objective uses the changes of energy.
    • [New: DONE] the interface is now updated, because the CSM/Energy code doesn't update it for all the cases w/EE rules.
  • Socio-Political Matrix (SPM):
    • [New: DONE] the process of memes and policies over the time is completely disabled until a mass audit is done on this specific part, after the current version is released.
  • Time Flow System (TFS) / Tasks Subsystem:
    • [New: DONE] code optimizations for the process of the tasks, the process of the turns during colonization missions have less lags. Useless / Redundant data have been also removed.
    • [New: DONE] the code to cleanup the terminated tasks is now multithreaded.
I haven't implemented all the objectives planned from the start, since some of them like Reachs a Certain Quality of Life depends on data that aren't fully used / implemented in the game yet.
But anyway, five objectives are fully implemented and they constitute the conclusion to this part.

Now I must update and finalize the interface that display the objectives.

Once this part done I will, at last, do the last part of this version; working on a report for the end of the colonization phase. One already "exist", somehow, since it is just a panel with nearly nothing in it, so it is due to a good update.

That's finally all, tomorrow is back to work, but the dev continues.

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