mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-17 01:32:21 +02:00
change config format
This commit is contained in:
@ -232,18 +232,19 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
|
||||
auto morale = slot.second->moraleVal();
|
||||
auto multiplier = 1.0f;
|
||||
|
||||
const auto & badMoraleDice = cb->getSettings().getDiceVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
|
||||
const auto & highMoraleDice = cb->getSettings().getDiceVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
|
||||
const auto & badMoraleChance = cb->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_CHANCE);
|
||||
const auto & highMoraleChance = cb->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_CHANCE);
|
||||
int moraleDiceSize = cb->getSettings().getInteger(EGameSettings::COMBAT_MORALE_DICE_SIZE);
|
||||
|
||||
if(morale < 0 && !badMoraleDice.empty())
|
||||
if(morale < 0 && !badMoraleChance.empty())
|
||||
{
|
||||
size_t diceIndex = std::min<size_t>(badMoraleDice.size(), -morale) - 1;
|
||||
multiplier -= 1.0 / badMoraleDice.at(diceIndex).second * badMoraleDice.at(diceIndex).first;
|
||||
size_t chanceIndex = std::min<size_t>(badMoraleChance.size(), -morale) - 1;
|
||||
multiplier -= 1.0 / moraleDiceSize * badMoraleChance.at(chanceIndex);
|
||||
}
|
||||
else if(morale > 0 && !highMoraleDice.empty())
|
||||
else if(morale > 0 && !highMoraleChance.empty())
|
||||
{
|
||||
size_t diceIndex = std::min<size_t>(highMoraleDice.size(), morale) - 1;
|
||||
multiplier += 1.0 / highMoraleDice.at(diceIndex).second * highMoraleDice.at(diceIndex).first;
|
||||
size_t chanceIndex = std::min<size_t>(highMoraleChance.size(), morale) - 1;
|
||||
multiplier += 1.0 / moraleDiceSize * highMoraleChance.at(chanceIndex);
|
||||
}
|
||||
|
||||
newValue += multiplier * slot.second->getPower();
|
||||
|
@ -340,14 +340,16 @@
|
||||
|
||||
"combat":
|
||||
{
|
||||
// defines dice size of a morale roll, based on creature's morale.
|
||||
// Resulting chance is 1/(value). If list contains 0 values, option will be disabled
|
||||
"goodMoraleDice" : [ 24, 12, 8 ],
|
||||
"badMoraleDice" : [ 12, 6, 4],
|
||||
// defines dice chance and dice size of a morale roll, based on creature's morale.
|
||||
// Resulting chance is chanceValue / diceSize. If list contains 0 values, option will be disabled
|
||||
"goodMoraleChance" : [ 1, 2, 3 ],
|
||||
"badMoraleChance" : [ 2, 4, 6],
|
||||
"moraleDiceSize" : 24,
|
||||
|
||||
// defines dice size of a luck roll, based on creature's luck
|
||||
"goodLuckDice" : [ 24, 12, 8 ],
|
||||
"badLuckDice" : [],
|
||||
// defines dice chance and dice size of a luck roll, based on creature's luck
|
||||
"goodLuckChance" : [ 1, 2, 3 ],
|
||||
"badLuckChance" : [],
|
||||
"luckDiceSize" : 24,
|
||||
|
||||
// every 1 attack point damage influence in battle when attack points > defense points during creature attack
|
||||
"attackPointDamageFactor": 0.05,
|
||||
|
@ -66,10 +66,12 @@
|
||||
"type" : "object",
|
||||
"additionalProperties" : false,
|
||||
"properties" : {
|
||||
"goodMoraleDice" : { "type" : "array" },
|
||||
"badMoraleDice" : { "type" : "array" },
|
||||
"goodLuckDice" : { "type" : "array" },
|
||||
"badLuckDice" : { "type" : "array" },
|
||||
"goodMoraleChance" : { "type" : "array" },
|
||||
"badMoraleChance" : { "type" : "array" },
|
||||
"moraleDiceSize" : { "type" : "number" },
|
||||
"goodLuckChance" : { "type" : "array" },
|
||||
"badLuckChance" : { "type" : "array" },
|
||||
"luckDiceSize" : { "type" : "number" },
|
||||
"backpackSize" : { "type" : "number" },
|
||||
"attackPointDamageFactor" : { "type" : "number" },
|
||||
"attackPointDamageFactorCap" : { "type" : "number" },
|
||||
|
@ -71,8 +71,8 @@ int AFactionMember::getMaxDamage(bool ranged) const
|
||||
|
||||
int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
|
||||
{
|
||||
int32_t maxGoodMorale = LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
|
||||
int32_t maxBadMorale = - (int32_t) LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
|
||||
int32_t maxGoodMorale = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_CHANCE).size();
|
||||
int32_t maxBadMorale = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_MORALE_CHANCE).size();
|
||||
|
||||
if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
|
||||
{
|
||||
@ -100,8 +100,8 @@ int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
|
||||
|
||||
int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
|
||||
{
|
||||
int32_t maxGoodLuck = LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
|
||||
int32_t maxBadLuck = - (int32_t) LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
|
||||
int32_t maxGoodLuck = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_CHANCE).size();
|
||||
int32_t maxBadLuck = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_LUCK_CHANCE).size();
|
||||
|
||||
if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
|
||||
{
|
||||
|
@ -33,26 +33,6 @@ std::vector<int> IGameSettings::getVector(EGameSettings option) const
|
||||
return getValue(option).convertTo<std::vector<int>>();
|
||||
}
|
||||
|
||||
std::vector<std::pair<int, int> > IGameSettings::getDiceVector(EGameSettings option) const
|
||||
{
|
||||
const JsonVector & diceVector = getValue(option).Vector();
|
||||
std::vector<std::pair<int, int> > result;
|
||||
for (auto& jsonNode : diceVector)
|
||||
{
|
||||
if (jsonNode.isVector())
|
||||
{
|
||||
std::vector<int> oneDice = jsonNode.convertTo<std::vector<int>>();
|
||||
result.push_back(std::make_pair(oneDice[0], oneDice[1]));
|
||||
}
|
||||
else
|
||||
{
|
||||
int denominator = jsonNode.Integer();
|
||||
result.push_back(std::make_pair(1, denominator));
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
int IGameSettings::getVectorValue(EGameSettings option, size_t index) const
|
||||
{
|
||||
return getValue(option)[index].Integer();
|
||||
@ -68,12 +48,14 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
|
||||
{EGameSettings::COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX, "combat", "areaShotCanTargetEmptyHex" },
|
||||
{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR, "combat", "attackPointDamageFactor" },
|
||||
{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP, "combat", "attackPointDamageFactorCap" },
|
||||
{EGameSettings::COMBAT_BAD_LUCK_DICE, "combat", "badLuckDice" },
|
||||
{EGameSettings::COMBAT_BAD_MORALE_DICE, "combat", "badMoraleDice" },
|
||||
{EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR, "combat", "defensePointDamageFactor" },
|
||||
{EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP, "combat", "defensePointDamageFactorCap" },
|
||||
{EGameSettings::COMBAT_GOOD_LUCK_DICE, "combat", "goodLuckDice" },
|
||||
{EGameSettings::COMBAT_GOOD_MORALE_DICE, "combat", "goodMoraleDice" },
|
||||
{EGameSettings::COMBAT_GOOD_MORALE_CHANCE, "combat", "goodMoraleChance" },
|
||||
{EGameSettings::COMBAT_BAD_MORALE_CHANCE, "combat", "badMoraleChance" },
|
||||
{EGameSettings::COMBAT_MORALE_DICE_SIZE, "combat", "moraleDiceSize" },
|
||||
{EGameSettings::COMBAT_GOOD_LUCK_CHANCE, "combat", "goodLuckChance" },
|
||||
{EGameSettings::COMBAT_BAD_LUCK_CHANCE, "combat", "badLuckChance" },
|
||||
{EGameSettings::COMBAT_LUCK_DICE_SIZE, "combat", "luckDiceSize" },
|
||||
{EGameSettings::COMBAT_LAYOUTS, "combat", "layouts" },
|
||||
{EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES, "combat", "oneHexTriggersObstacles" },
|
||||
{EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH, "creatures", "allowAllForDoubleMonth" },
|
||||
|
@ -21,12 +21,14 @@ enum class EGameSettings
|
||||
COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX,
|
||||
COMBAT_ATTACK_POINT_DAMAGE_FACTOR,
|
||||
COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP,
|
||||
COMBAT_BAD_LUCK_DICE,
|
||||
COMBAT_BAD_MORALE_DICE,
|
||||
COMBAT_DEFENSE_POINT_DAMAGE_FACTOR,
|
||||
COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP,
|
||||
COMBAT_GOOD_LUCK_DICE,
|
||||
COMBAT_GOOD_MORALE_DICE,
|
||||
COMBAT_GOOD_MORALE_CHANCE,
|
||||
COMBAT_BAD_MORALE_CHANCE,
|
||||
COMBAT_MORALE_DICE_SIZE,
|
||||
COMBAT_GOOD_LUCK_CHANCE,
|
||||
COMBAT_BAD_LUCK_CHANCE,
|
||||
COMBAT_LUCK_DICE_SIZE,
|
||||
COMBAT_LAYOUTS,
|
||||
COMBAT_ONE_HEX_TRIGGERS_OBSTACLES,
|
||||
CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH,
|
||||
@ -106,7 +108,6 @@ public:
|
||||
int64_t getInteger(EGameSettings option) const;
|
||||
double getDouble(EGameSettings option) const;
|
||||
std::vector<int> getVector(EGameSettings option) const;
|
||||
std::vector<std::pair<int, int> > getDiceVector(EGameSettings option) const;
|
||||
int getVectorValue(EGameSettings option, size_t index) const;
|
||||
};
|
||||
|
||||
|
@ -940,19 +940,21 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
|
||||
|
||||
if(attackerLuck > 0)
|
||||
{
|
||||
auto diceVector = gameHandler->getSettings().getDiceVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
|
||||
size_t diceIndex = std::min<size_t>(diceVector.size(), attackerLuck) - 1; // array index, so 0-indexed
|
||||
auto goodLuckChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_LUCK_CHANCE);
|
||||
int luckDiceSize = gameHandler->getSettings().getInteger(EGameSettings::COMBAT_LUCK_DICE_SIZE);
|
||||
size_t chanceIndex = std::min<size_t>(goodLuckChanceVector.size(), attackerLuck) - 1; // array index, so 0-indexed
|
||||
|
||||
if(diceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceVector[diceIndex].second) <= diceVector[diceIndex].first)
|
||||
if(goodLuckChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, luckDiceSize) <= goodLuckChanceVector[chanceIndex])
|
||||
bat.flags |= BattleAttack::LUCKY;
|
||||
}
|
||||
|
||||
if(attackerLuck < 0)
|
||||
{
|
||||
auto diceVector = gameHandler->getSettings().getDiceVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
|
||||
size_t diceIndex = std::min<size_t>(diceVector.size(), -attackerLuck) - 1; // array index, so 0-indexed
|
||||
auto badLuckChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_LUCK_CHANCE);
|
||||
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(diceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceVector[diceIndex].second) <= diceVector[diceIndex].first)
|
||||
if(badLuckChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, luckDiceSize) <= badLuckChanceVector[chanceIndex])
|
||||
bat.flags |= BattleAttack::UNLUCKY;
|
||||
}
|
||||
|
||||
|
@ -347,10 +347,11 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
|
||||
int nextStackMorale = next->moraleVal();
|
||||
if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
|
||||
{
|
||||
auto diceVector = gameHandler->getSettings().getDiceVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
|
||||
size_t diceIndex = std::min<size_t>(diceVector.size(), -nextStackMorale) - 1; // array index, so 0-indexed
|
||||
auto badMoraleChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_CHANCE);
|
||||
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(diceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceVector[diceIndex].second) <= diceVector[diceIndex].first)
|
||||
if(badMoraleChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, moraleDiceSize) <= badMoraleChanceVector[chanceIndex])
|
||||
{
|
||||
//unit loses its turn - empty freeze action
|
||||
BattleAction ba;
|
||||
@ -526,10 +527,11 @@ bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, con
|
||||
&& next->canMove()
|
||||
&& nextStackMorale > 0)
|
||||
{
|
||||
auto diceVector = gameHandler->getSettings().getDiceVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
|
||||
size_t diceIndex = std::min<size_t>(diceVector.size(), nextStackMorale) - 1; // array index, so 0-indexed
|
||||
auto goodMoraleChanceVector = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_CHANCE);
|
||||
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(diceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceVector[diceIndex].second) <= diceVector[diceIndex].first)
|
||||
if(goodMoraleChanceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, moraleDiceSize) <= goodMoraleChanceVector[chanceIndex])
|
||||
{
|
||||
BattleTriggerEffect bte;
|
||||
bte.battleID = battle.getBattle()->getBattleID();
|
||||
|
Reference in New Issue
Block a user