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Merge pull request #5565 from kdmcser/new_morale_luck
support setting dice molecule for rolling morale and luck
This commit is contained in:
@@ -232,18 +232,19 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
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auto morale = slot.second->moraleVal();
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auto morale = slot.second->moraleVal();
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auto multiplier = 1.0f;
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auto multiplier = 1.0f;
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const auto & badMoraleDice = cb->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
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const auto & badMoraleChance = cb->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_CHANCE);
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const auto & highMoraleDice = cb->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
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const auto & highMoraleChance = cb->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_CHANCE);
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int moraleDiceSize = cb->getSettings().getInteger(EGameSettings::COMBAT_MORALE_DICE_SIZE);
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if(morale < 0 && !badMoraleDice.empty())
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if(morale < 0 && !badMoraleChance.empty())
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{
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{
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size_t diceIndex = std::min<size_t>(badMoraleDice.size(), -morale) - 1;
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size_t chanceIndex = std::min<size_t>(badMoraleChance.size(), -morale) - 1;
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multiplier -= 1.0 / badMoraleDice.at(diceIndex);
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multiplier -= 1.0 / moraleDiceSize * badMoraleChance.at(chanceIndex);
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}
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}
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else if(morale > 0 && !highMoraleDice.empty())
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else if(morale > 0 && !highMoraleChance.empty())
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{
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{
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size_t diceIndex = std::min<size_t>(highMoraleDice.size(), morale) - 1;
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size_t chanceIndex = std::min<size_t>(highMoraleChance.size(), morale) - 1;
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multiplier += 1.0 / highMoraleDice.at(diceIndex);
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multiplier += 1.0 / moraleDiceSize * highMoraleChance.at(chanceIndex);
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}
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}
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newValue += multiplier * slot.second->getPower();
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newValue += multiplier * slot.second->getPower();
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@@ -586,8 +586,8 @@ void HeroInfoBasicPanel::initializeData(const InfoAboutHero & hero)
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labels.push_back(std::make_shared<CLabel>(9, 131, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, LIBRARY->generaltexth->allTexts[384] + ":"));
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labels.push_back(std::make_shared<CLabel>(9, 131, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, LIBRARY->generaltexth->allTexts[384] + ":"));
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labels.push_back(std::make_shared<CLabel>(9, 143, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, LIBRARY->generaltexth->allTexts[385] + ":"));
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labels.push_back(std::make_shared<CLabel>(9, 143, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, LIBRARY->generaltexth->allTexts[385] + ":"));
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icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("IMRL22"), morale + 3, 0, 47, 131));
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icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("IMRL22"), std::clamp(morale + 3, 0, 6), 0, 47, 131));
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icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("ILCK22"), luck + 3, 0, 47, 143));
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icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("ILCK22"), std::clamp(luck + 3, 0, 6), 0, 47, 143));
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//spell points
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//spell points
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labels.push_back(std::make_shared<CLabel>(39, 174, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, LIBRARY->generaltexth->allTexts[387]));
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labels.push_back(std::make_shared<CLabel>(39, 174, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, LIBRARY->generaltexth->allTexts[387]));
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@@ -658,8 +658,8 @@ void StackInfoBasicPanel::initializeData(const CStack * stack)
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labels.push_back(std::make_shared<CLabel>(9, 131, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, LIBRARY->generaltexth->allTexts[384] + ":"));
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labels.push_back(std::make_shared<CLabel>(9, 131, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, LIBRARY->generaltexth->allTexts[384] + ":"));
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labels.push_back(std::make_shared<CLabel>(9, 143, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, LIBRARY->generaltexth->allTexts[385] + ":"));
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labels.push_back(std::make_shared<CLabel>(9, 143, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, LIBRARY->generaltexth->allTexts[385] + ":"));
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icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("IMRL22"), morale + 3, 0, 47, 131));
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icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("IMRL22"), std::clamp(morale + 3, 0, 6), 0, 47, 131));
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icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("ILCK22"), luck + 3, 0, 47, 143));
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icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("ILCK22"), std::clamp(luck + 3, 0, 6), 0, 47, 143));
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//extra information
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//extra information
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labels.push_back(std::make_shared<CLabel>(9, 168, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, LIBRARY->generaltexth->translate("vcmi.battleWindow.killed") + ":"));
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labels.push_back(std::make_shared<CLabel>(9, 168, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, LIBRARY->generaltexth->translate("vcmi.battleWindow.killed") + ":"));
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@@ -195,9 +195,9 @@ size_t CComponent::getIndex() const
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case ComponentType::SPELL:
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case ComponentType::SPELL:
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return (size < large) ? data.subType.getNum() + 1 : data.subType.getNum();
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return (size < large) ? data.subType.getNum() + 1 : data.subType.getNum();
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case ComponentType::MORALE:
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case ComponentType::MORALE:
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return data.value.value_or(0) + 3;
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return std::clamp(data.value.value_or(0) + 3, 0, 6);
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case ComponentType::LUCK:
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case ComponentType::LUCK:
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return data.value.value_or(0) + 3;
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return std::clamp(data.value.value_or(0) + 3, 0, 6);
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case ComponentType::BUILDING:
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case ComponentType::BUILDING:
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return data.subType.as<BuildingTypeUniqueID>().getBuilding();
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return data.subType.as<BuildingTypeUniqueID>().getBuilding();
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case ComponentType::HERO_PORTRAIT:
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case ComponentType::HERO_PORTRAIT:
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@@ -333,8 +333,8 @@ void CHeroTooltip::init(const InfoAboutHero & hero)
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labels.push_back(std::make_shared<CLabel>(158, 98, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(hero.details->mana)));
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labels.push_back(std::make_shared<CLabel>(158, 98, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(hero.details->mana)));
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morale = std::make_shared<CAnimImage>(AnimationPath::builtin("IMRL22"), hero.details->morale + 3, 0, 5, 74);
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morale = std::make_shared<CAnimImage>(AnimationPath::builtin("IMRL22"), std::clamp(hero.details->morale + 3, 0 , 6), 0, 5, 74);
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luck = std::make_shared<CAnimImage>(AnimationPath::builtin("ILCK22"), hero.details->luck + 3, 0, 5, 91);
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luck = std::make_shared<CAnimImage>(AnimationPath::builtin("ILCK22"), std::clamp(hero.details->luck + 3, 0, 6), 0, 5, 91);
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}
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}
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}
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}
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@@ -372,8 +372,8 @@ void CInteractableHeroTooltip::init(const InfoAboutHero & hero)
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labels.push_back(std::make_shared<CLabel>(158, 98, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(hero.details->mana)));
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labels.push_back(std::make_shared<CLabel>(158, 98, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(hero.details->mana)));
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morale = std::make_shared<CAnimImage>(AnimationPath::builtin("IMRL22"), hero.details->morale + 3, 0, 5, 74);
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morale = std::make_shared<CAnimImage>(AnimationPath::builtin("IMRL22"), std::clamp(hero.details->morale + 3, 0 ,6), 0, 5, 74);
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luck = std::make_shared<CAnimImage>(AnimationPath::builtin("ILCK22"), hero.details->luck + 3, 0, 5, 91);
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luck = std::make_shared<CAnimImage>(AnimationPath::builtin("ILCK22"), std::clamp(hero.details->luck + 3, 0, 6), 0, 5, 91);
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}
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}
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}
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}
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@@ -623,7 +623,7 @@ void MoraleLuckBox::set(const AFactionMember * node)
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else
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else
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imageName = morale ? "IMRL42" : "ILCK42";
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imageName = morale ? "IMRL42" : "ILCK42";
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image = std::make_shared<CAnimImage>(AnimationPath::builtin(imageName), *component.value + 3);
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image = std::make_shared<CAnimImage>(AnimationPath::builtin(imageName), std::clamp(*component.value + 3, 0, 6));
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image->moveBy(Point(pos.w/2 - image->pos.w/2, pos.h/2 - image->pos.h/2)); //center icon
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image->moveBy(Point(pos.w/2 - image->pos.w/2, pos.h/2 - image->pos.h/2)); //center icon
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if(settings["general"]["enableUiEnhancements"].Bool())
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if(settings["general"]["enableUiEnhancements"].Bool())
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label = std::make_shared<CLabel>((image->pos.topLeft() - pos.topLeft()).x + (small ? 28 : 40), (image->pos.topLeft() - pos.topLeft()).y + (small ? 20 : 38), EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(modifierList->totalValue()));
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label = std::make_shared<CLabel>((image->pos.topLeft() - pos.topLeft()).x + (small ? 28 : 40), (image->pos.topLeft() - pos.topLeft()).y + (small ? 20 : 38), EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(modifierList->totalValue()));
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@@ -340,14 +340,16 @@
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"combat":
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"combat":
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{
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{
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// defines dice size of a morale roll, based on creature's morale.
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// defines dice chance and dice size of a morale roll, based on creature's morale.
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// Resulting chance is 1/(value). If list contains 0 values, option will be disabled
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// Resulting chance is chanceValue / diceSize. If list contains 0 values, option will be disabled
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"goodMoraleDice" : [ 24, 12, 8 ],
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"goodMoraleChance" : [ 1, 2, 3 ],
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"badMoraleDice" : [ 12, 6, 4],
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"badMoraleChance" : [ 2, 4, 6],
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"moraleDiceSize" : 24,
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// defines dice size of a luck roll, based on creature's luck
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// defines dice chance and dice size of a luck roll, based on creature's luck
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"goodLuckDice" : [ 24, 12, 8 ],
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"goodLuckChance" : [ 1, 2, 3 ],
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"badLuckDice" : [],
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"badLuckChance" : [],
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"luckDiceSize" : 24,
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// every 1 attack point damage influence in battle when attack points > defense points during creature attack
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// every 1 attack point damage influence in battle when attack points > defense points during creature attack
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"attackPointDamageFactor": 0.05,
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"attackPointDamageFactor": 0.05,
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@@ -66,10 +66,12 @@
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"type" : "object",
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"type" : "object",
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"additionalProperties" : false,
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"additionalProperties" : false,
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"properties" : {
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"properties" : {
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"goodMoraleDice" : { "type" : "array" },
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"goodMoraleChance" : { "type" : "array" },
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"badMoraleDice" : { "type" : "array" },
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"badMoraleChance" : { "type" : "array" },
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"goodLuckDice" : { "type" : "array" },
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"moraleDiceSize" : { "type" : "number" },
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"badLuckDice" : { "type" : "array" },
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"goodLuckChance" : { "type" : "array" },
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"badLuckChance" : { "type" : "array" },
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"luckDiceSize" : { "type" : "number" },
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"backpackSize" : { "type" : "number" },
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"backpackSize" : { "type" : "number" },
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"attackPointDamageFactor" : { "type" : "number" },
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"attackPointDamageFactor" : { "type" : "number" },
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"attackPointDamageFactorCap" : { "type" : "number" },
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"attackPointDamageFactorCap" : { "type" : "number" },
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@@ -71,8 +71,8 @@ int AFactionMember::getMaxDamage(bool ranged) const
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int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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{
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int32_t maxGoodMorale = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
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int32_t maxGoodMorale = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_CHANCE).size();
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int32_t maxBadMorale = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
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int32_t maxBadMorale = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_MORALE_CHANCE).size();
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if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
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if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
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{
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{
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@@ -100,8 +100,8 @@ int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
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int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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{
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int32_t maxGoodLuck = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
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int32_t maxGoodLuck = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_CHANCE).size();
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int32_t maxBadLuck = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
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int32_t maxBadLuck = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_LUCK_CHANCE).size();
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if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
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if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
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{
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{
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@@ -48,12 +48,14 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
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{EGameSettings::COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX, "combat", "areaShotCanTargetEmptyHex" },
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{EGameSettings::COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX, "combat", "areaShotCanTargetEmptyHex" },
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{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR, "combat", "attackPointDamageFactor" },
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{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR, "combat", "attackPointDamageFactor" },
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{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP, "combat", "attackPointDamageFactorCap" },
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{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP, "combat", "attackPointDamageFactorCap" },
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{EGameSettings::COMBAT_BAD_LUCK_DICE, "combat", "badLuckDice" },
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{EGameSettings::COMBAT_BAD_MORALE_DICE, "combat", "badMoraleDice" },
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{EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR, "combat", "defensePointDamageFactor" },
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{EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR, "combat", "defensePointDamageFactor" },
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{EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP, "combat", "defensePointDamageFactorCap" },
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{EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP, "combat", "defensePointDamageFactorCap" },
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{EGameSettings::COMBAT_GOOD_LUCK_DICE, "combat", "goodLuckDice" },
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{EGameSettings::COMBAT_GOOD_MORALE_CHANCE, "combat", "goodMoraleChance" },
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{EGameSettings::COMBAT_GOOD_MORALE_DICE, "combat", "goodMoraleDice" },
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{EGameSettings::COMBAT_BAD_MORALE_CHANCE, "combat", "badMoraleChance" },
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{EGameSettings::COMBAT_MORALE_DICE_SIZE, "combat", "moraleDiceSize" },
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{EGameSettings::COMBAT_GOOD_LUCK_CHANCE, "combat", "goodLuckChance" },
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{EGameSettings::COMBAT_BAD_LUCK_CHANCE, "combat", "badLuckChance" },
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{EGameSettings::COMBAT_LUCK_DICE_SIZE, "combat", "luckDiceSize" },
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{EGameSettings::COMBAT_LAYOUTS, "combat", "layouts" },
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{EGameSettings::COMBAT_LAYOUTS, "combat", "layouts" },
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{EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES, "combat", "oneHexTriggersObstacles" },
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{EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES, "combat", "oneHexTriggersObstacles" },
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{EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH, "creatures", "allowAllForDoubleMonth" },
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{EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH, "creatures", "allowAllForDoubleMonth" },
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@@ -21,12 +21,14 @@ enum class EGameSettings
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COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX,
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COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX,
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COMBAT_ATTACK_POINT_DAMAGE_FACTOR,
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COMBAT_ATTACK_POINT_DAMAGE_FACTOR,
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COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP,
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COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP,
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COMBAT_BAD_LUCK_DICE,
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COMBAT_BAD_MORALE_DICE,
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COMBAT_DEFENSE_POINT_DAMAGE_FACTOR,
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COMBAT_DEFENSE_POINT_DAMAGE_FACTOR,
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COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP,
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COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP,
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COMBAT_GOOD_LUCK_DICE,
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COMBAT_GOOD_MORALE_CHANCE,
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COMBAT_GOOD_MORALE_DICE,
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COMBAT_BAD_MORALE_CHANCE,
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COMBAT_MORALE_DICE_SIZE,
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COMBAT_GOOD_LUCK_CHANCE,
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COMBAT_BAD_LUCK_CHANCE,
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COMBAT_LUCK_DICE_SIZE,
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COMBAT_LAYOUTS,
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COMBAT_LAYOUTS,
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COMBAT_ONE_HEX_TRIGGERS_OBSTACLES,
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COMBAT_ONE_HEX_TRIGGERS_OBSTACLES,
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CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH,
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CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH,
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@@ -940,19 +940,21 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
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if(attackerLuck > 0)
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if(attackerLuck > 0)
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{
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{
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auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
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auto goodLuckChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_LUCK_CHANCE);
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size_t diceIndex = std::min<size_t>(diceSize.size(), attackerLuck) - 1; // array index, so 0-indexed
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int luckDiceSize = gameHandler->getSettings().getInteger(EGameSettings::COMBAT_LUCK_DICE_SIZE);
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size_t chanceIndex = std::min<size_t>(goodLuckChanceVector.size(), attackerLuck) - 1; // array index, so 0-indexed
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if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
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if(goodLuckChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, luckDiceSize) <= goodLuckChanceVector[chanceIndex])
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bat.flags |= BattleAttack::LUCKY;
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bat.flags |= BattleAttack::LUCKY;
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}
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}
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||||||
|
|
||||||
if(attackerLuck < 0)
|
if(attackerLuck < 0)
|
||||||
{
|
{
|
||||||
auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
|
auto badLuckChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_LUCK_CHANCE);
|
||||||
size_t diceIndex = std::min<size_t>(diceSize.size(), -attackerLuck) - 1; // array index, so 0-indexed
|
int luckDiceSize = gameHandler->getSettings().getInteger(EGameSettings::COMBAT_LUCK_DICE_SIZE);
|
||||||
|
size_t chanceIndex = std::min<size_t>(badLuckChanceVector.size(), -attackerLuck) - 1; // array index, so 0-indexed
|
||||||
|
|
||||||
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
if(badLuckChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, luckDiceSize) <= badLuckChanceVector[chanceIndex])
|
||||||
bat.flags |= BattleAttack::UNLUCKY;
|
bat.flags |= BattleAttack::UNLUCKY;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -347,10 +347,11 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
|
|||||||
int nextStackMorale = next->moraleVal();
|
int nextStackMorale = next->moraleVal();
|
||||||
if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
|
if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
|
||||||
{
|
{
|
||||||
auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
|
auto badMoraleChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_CHANCE);
|
||||||
size_t diceIndex = std::min<size_t>(diceSize.size(), -nextStackMorale) - 1; // array index, so 0-indexed
|
int moraleDiceSize = gameHandler->getSettings().getInteger(EGameSettings::COMBAT_MORALE_DICE_SIZE);
|
||||||
|
size_t chanceIndex = std::min<size_t>(badMoraleChanceVector.size(), -nextStackMorale) - 1; // array index, so 0-indexed
|
||||||
|
|
||||||
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
if(badMoraleChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, moraleDiceSize) <= badMoraleChanceVector[chanceIndex])
|
||||||
{
|
{
|
||||||
//unit loses its turn - empty freeze action
|
//unit loses its turn - empty freeze action
|
||||||
BattleAction ba;
|
BattleAction ba;
|
||||||
@@ -526,10 +527,11 @@ bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, con
|
|||||||
&& next->canMove()
|
&& next->canMove()
|
||||||
&& nextStackMorale > 0)
|
&& nextStackMorale > 0)
|
||||||
{
|
{
|
||||||
auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
|
auto goodMoraleChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_CHANCE);
|
||||||
size_t diceIndex = std::min<size_t>(diceSize.size(), nextStackMorale) - 1; // array index, so 0-indexed
|
int moraleDiceSize = gameHandler->getSettings().getInteger(EGameSettings::COMBAT_MORALE_DICE_SIZE);
|
||||||
|
size_t chanceIndex = std::min<size_t>(goodMoraleChanceVector.size(), nextStackMorale) - 1; // array index, so 0-indexed
|
||||||
|
|
||||||
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
if(goodMoraleChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, moraleDiceSize) <= goodMoraleChanceVector[chanceIndex])
|
||||||
{
|
{
|
||||||
BattleTriggerEffect bte;
|
BattleTriggerEffect bte;
|
||||||
bte.battleID = battle.getBattle()->getBattleID();
|
bte.battleID = battle.getBattle()->getBattleID();
|
||||||
|
Reference in New Issue
Block a user