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Refactored Contract Difficulty Display and Added Tooltips #5073
Refactored Contract Difficulty Display and Added Tooltips #5073
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Revised contract difficulty stars to use skull images and improved the difficulty calculation logic. Refined the calculation to provide a more accurate difficulty representation, ensuring better gameplay balance and clarity.
Changed difficulty display method from stars to skulls to provide clearer representation of contract difficulty. Added tooltips for contract difficulty and wrapped long text blocks for better readability in ContractMarketDialog.
Codecov ReportAll modified and coverable lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## master #5073 +/- ##
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Coverage 10.42% 10.42%
- Complexity 6028 6030 +2
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Files 953 953
Lines 134113 134143 +30
Branches 19435 19433 -2
=========================================
+ Hits 13979 13983 +4
- Misses 118785 118814 +29
+ Partials 1349 1346 -3 ☔ View full report in Codecov by Sentry. |
Updated to replace grey skulls with black, to improve readability on dark themes. |
Previously, the tooltip text incorrectly implied possession by the user. The updated text clarifies that the estimation refers to the forces’ power equivalence in a general context.
Added a check to return true if the resource key is not found in the mapping, effectively assuming the player accepts the mission by default. This change ensures smoother handling of undefined difficulty levels and avoids potential errors.
Introduced a new JPanel lblChallenge to display the mission's challenge level. Implemented the display of the contract's difficulty using skulls and adjusted the grid layout to accommodate the new component.
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Tested and seems to work.
I've missed most of the converstaions on this. I feel like the 2.5 bit is confusing. I think if we started at 1 skull showing parity or near parity, say +50% BV, then add the half skull for each range beyond that.
Skull Ranges
1 Skull (Parity or Near-Parity):
- OPFOR strength is 100% - 150% of the player’s BV.
- This represents a balanced or slightly challenging match where the enemy might have a slight upper hand.
1.5 Skulls (Moderately Stronger OPFOR):
- OPFOR strength is 151% - 200% of the player’s BV.
- This shows that the OPFOR has a clear advantage, making the encounter significantly more challenging.
2 Skulls (Significantly Stronger OPFOR):
- OPFOR strength is 201% - 250% of the player’s BV.
- This indicates a substantial threat level, where the enemy has a dominant position.
0.5 Skulls (Moderately Weaker OPFOR):
- OPFOR strength is 50% - 99% of the player’s BV.
- The OPFOR is somewhat weaker, but it’s still capable of providing a reasonable challenge.
0 Skulls (Significantly Weaker OPFOR):
- OPFOR strength is 0% - 49% of the player’s BV.
- This represents an encounter with a minimal threat, as the enemy is far weaker.
Changed difficulty display method from green and red stars to full and half skulls to provide clearer representation of contract difficulty.
Added tooltips for contract difficulty.
Introduced a new challenge level display to the mission view panel, which will dynamically update as the contract progresses. So that players can get a better sense of the impact their combat losses make on the contract difficulty.
We do have plans to replace the skulls with something more mech-y, down the line, so this is just placeholder art derived from the Pirates faction icon.