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Allow heroes to start with empty armies if configured properly
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3f79a9806c
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@ -182,7 +182,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
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{
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{
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auto weakest = getWeakestCreature(resultingArmy);
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auto weakest = getWeakestCreature(resultingArmy);
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if(weakest->count == 1)
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if(weakest != resultingArmy.end() && weakest->count == 1) //we check iterator validity for playing with settings that allow 0 stacks armies
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{
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{
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resultingArmy.erase(weakest);
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resultingArmy.erase(weakest);
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}
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}
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@ -34,7 +34,8 @@
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"ATTACK_POINTS_DMG_MULTIPLIER_CAP": 4.0, //limit of damage increase that can be achieved by overpowering attack points
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"ATTACK_POINTS_DMG_MULTIPLIER_CAP": 4.0, //limit of damage increase that can be achieved by overpowering attack points
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"DEFENSE_POINT_DMG_MULTIPLIER": 0.025, //every 1 defense point damage influence in battle when defense points > attack points during creature attack
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"DEFENSE_POINT_DMG_MULTIPLIER": 0.025, //every 1 defense point damage influence in battle when defense points > attack points during creature attack
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"DEFENSE_POINTS_DMG_MULTIPLIER_CAP": 0.7, //limit of damage reduction that can be achieved by overpowering defense points
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"DEFENSE_POINTS_DMG_MULTIPLIER_CAP": 0.7, //limit of damage reduction that can be achieved by overpowering defense points
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"HERO_STARTING_ARMY_STACKS_COUNT_CHANCES": [10, 80], //chances for new hero units count - technically random number 1-100, first element in list below generated number sets count, if none then result is number of elements + 1
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//chances for new hero units count - technically random number 1-100, first element in list below generated number sets count, if none then result is number of elements + 1
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"HERO_STARTING_ARMY_STACKS_COUNT_CHANCES": [10, 80], //example: [10,80] gives 10% chance for 1 stack, 70% for 2, 20% for 3. Additionally you can add -1 as last special value to start counting from 0 and allowing empty armies
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"DEFAULT_BUILDING_SET_DWELLING_CHANCES": [100, 50] //percent chance for dwellings to appear - for example [30,10,0,100] means 30% chance for 1st level dwelling, 10% for 2nd, 0% for 3rd, and guaranteed 4th level, no 5th, no 6th, no 7th
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"DEFAULT_BUILDING_SET_DWELLING_CHANCES": [100, 50] //percent chance for dwellings to appear - for example [30,10,0,100] means 30% chance for 1st level dwelling, 10% for 2nd, 0% for 3rd, and guaranteed 4th level, no 5th, no 6th, no 7th
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},
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},
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"modules":
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"modules":
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@ -353,15 +353,20 @@ void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
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std::vector<int32_t> stacksCountChances = VLC->modh->settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
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std::vector<int32_t> stacksCountChances = VLC->modh->settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
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const int zeroStacksAllowingValue = -1;
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bool allowZeroStacksArmy = !stacksCountChances.empty() && stacksCountChances.back() == zeroStacksAllowingValue;
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if(allowZeroStacksArmy)
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stacksCountChances.pop_back();
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int stacksCountInitRandomNumber = rand.nextInt(1, 100);
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int stacksCountInitRandomNumber = rand.nextInt(1, 100);
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auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
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auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
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if(stacksCountElementIndex == -1)
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if(stacksCountElementIndex == -1)
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{
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stacksCountElementIndex = stacksCountChances.size();
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stacksCountElementIndex = stacksCountChances.size();
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}
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howManyStacks = stacksCountElementIndex + 1;
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howManyStacks = stacksCountElementIndex;
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if(!allowZeroStacksArmy)
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howManyStacks++;
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vstd::amin(howManyStacks, type->initialArmy.size());
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vstd::amin(howManyStacks, type->initialArmy.size());
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