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DETERMINISTIC_BATTLES switch.

It disables following effects:
* random dmg range. Now dmg dealt = (min_dmg + max_dmg) / 2
* REBIRTH - no random premy for tha last stack (only "fully reborn" stacks will be resurrected)
* obstacles placement
* MAGIC_RESISTANCE
* luck & morale (both positive and negative)
* DOUBLE_DAMAGE_CHANCE
* BALLISTA_DOUBLE_DMG chance
* catapult % chance for hitting wall (it will always hit)
* catapult and first aid tent random default targets (when hero has no appropriate sec skill)
* MAGIC_MIRROR
* SPELL_BEFORE_ATTACK
* SPELL_AFTER_ATTACK
* DEATH_STARE
* ACID_BREATH
This commit is contained in:
Michał W. Urbańczyk
2011-10-01 14:55:43 +00:00
parent 4ffc9f6961
commit 6d69acdf47
3 changed files with 55 additions and 32 deletions

View File

@ -674,14 +674,21 @@ ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, c
if(range.first != range.second)
{
int valuesToAverage[10];
int howManyToAv = std::min<ui32>(10, attacker->count);
for (int g=0; g<howManyToAv; ++g)
if(DETERMINISTIC_BATTLES)
{
valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
return (range.first + range.second) / 2;
}
else
{
int valuesToAverage[10];
int howManyToAv = std::min<ui32>(10, attacker->count);
for (int g=0; g<howManyToAv; ++g)
{
valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
}
return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
}
}
else
return range.first;
@ -1591,7 +1598,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
}
//randomize obstacles
if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
if(town == NULL && !creatureBank && !DETERMINISTIC_BATTLES) //do it only when it's not siege and not creature bank
{
bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
std::vector<int> possibleObstacles;
@ -2049,8 +2056,11 @@ std::vector<ui32> BattleInfo::calculateResistedStacks( const CSpell * sp, const
bonusHero = hero2;
int prob = (*it)->magicResistance(); //probability of resistance in %
if(prob > 100) prob = 100;
amin(prob, 100);
//disable spell resistance
if(DETERMINISTIC_BATTLES)
prob = 0;
if(rand()%100 < prob) //immunity from resistance
ret.push_back((*it)->ID);
@ -2551,10 +2561,13 @@ void CStack::prepareAttacked(BattleStackAttacked &bsa) const
if (resurrectFactor > 0 && casts) //there must be casts left
{
int resurrectedCount = base->count * resurrectFactor / 100;
if (resurrectedCount)
resurrectedCount += ((base->count * resurrectFactor / 100.0f - resurrectedCount) > ran()%100 / 100.0f) ? 1 : 0; //last stack has proportional chance to rebirth
else //only one unit
resurrectedCount += ((base->count * resurrectFactor / 100.0f) > ran()%100 / 100.0f) ? 1 : 0;
if(!DETERMINISTIC_BATTLES)
{
if (resurrectedCount)
resurrectedCount += ((base->count * resurrectFactor / 100.0f - resurrectedCount) > rand()%100 / 100.0f) ? 1 : 0; //last stack has proportional chance to rebirth
else //only one unit
resurrectedCount += ((base->count * resurrectFactor / 100.0f) > rand()%100 / 100.0f) ? 1 : 0;
}
if (hasBonusOfType(Bonus::REBIRTH, 1))
amax (resurrectedCount, 1); //resurrect at least one Sacred Phoenix
if (resurrectedCount)