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openpanzerblitz's Issues

Improve the scenario selection screen

The scenario selection screen is pretty bad right now. Improve it to include the following if possible.

  • Show scenario parameters such as turn length and environment
  • Show factions
  • Show deployments, including units and deployment description
  • Show victory conditions
  • Possible show a mini map

Procedurally generate maps

Some work has been done to this effect, but it is preliminary. This is a precursor to setting up matches with custom armies.

Unit info pane

Not all info pertinent to a unit is on the counter. There should be a pop-up pane that displays "hidden" info such as overrun, close-assault, and anti-aircraft, armor, movement restrictions, mounted status, etc...

Split AttackOrder into a class per AttackMethod

The code in there is getting too complicated with the different requirements for each kind of attack. It would be much easier to just make AttackOrder an abstract class with Normal, CloseAssault, Overrun, and Minefield being children of it.

Something like

AttackOrder
- AttackOrderBase<T> : AttackOrder, T is SingleAttackOrder
-- NormalAttackOrder : AttackOrderBase<NormalSingleAttackOrder>
-- CloseAssaultAttackOrder : AttackOrderBase<CloseAssaultSingleAttackOrder>
-- OverrunAttackOrder : AttackOrderBase<OverrunSingleAttackOrder>
-- MinefieldAttackOrder : AttackOrderBase<MinefieldSingleAttackOrder>

PanzerLeader maps

PanzerLeader maps are available on the imaginative strategist site. The only major issue will be map B, which has transitions from 0-1 elevation without any slopes (and therefor no elevation penalty).

Implement unit capture

Some game mechanics/scenarios allow for capturing enemy units

  • Forts can be captured by moving occupying its space with no defending units present.
  • CPs can be captured via a close-assault

Update screenshots in repo

The one screenshot right now is very old. Labeling this as blocking release because there should be up-to-date screenshots provided with the release.

Add miscellaneous units

Finnish and British armies are missing a few units. For the British, those from the early war (available alongside French units), and for the Finnish some of those used in Winter War scenarios (supposed to have been captured from the Russians).

Describe and display victory conditions

You would only know the victory conditions by looking at the scenario configuration. They should be visible (potentially along with deployment descriptions) from the scenario select screen and during the match.

Implement close assault supporting units

Some units cannot close assault on their own, but can support other units' close assaults. In order for these units to close assault they must occupy the same tile as another unit within the close assault.

Show CRT results

It would be nice for the probability of each combat result to be shown in the pane when building an attack. The CRT isn't shown anywhere in the program, and die modifiers can make figuring the probabilities mentally more difficult.

Japanese units

Implement Japanese units from the imaginative strategist.

Stop the recursive madness of match callbacks

When automating orders, sometimes an entire turn is completed resulting in another NextTurnOrder being sent. The result is that the turn started callback gets called recursively for each automated turn. This is going to be a real issue if an AI player is ever implemented since the program will keep recursively calling the AI. If AIs are playing against each other this gets even worse.

French Faction

France needs everything that makes a faction

  • Faction image
  • Unit sprites
  • Unit configurations
  • UCLs
    Prefer the stuff from gregspanzerblitz over imstrat.

Turn counter in UI

Add a counter/track/something somewhere that shows the number of the current turn and how many turns there are in the match. Without this its hard to tell when a match will end.

Allow units to load/unload and mount/dismount during deployment

During positional deployments units should be able to load/unload (like in convoy deployment) and mount/dismout. Units that can not re-mount should be able to do so during deployment.

During convoy deployment units should not be able to mount/dismount (they must enter the board mounted first).

Implement air units

Air units do not fit very well within the current model because

  • They have infinite movement
  • They have their own CRT when defending (including a new result: DAMAGED)
  • Enemy AA units get an option to respond after the attack is declared, but before it is executed (maybe this can be resolved by giving AA units a stand-by order on their turn?)
  • They have multiple weapons (usually 2)
  • Their weapons have a limited number of uses
  • They have a spotting range

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