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Merge pull request #1547 from dydzio0614/game-start-unrandomization

Hardcoded features for HotA-like starting conditions
This commit is contained in:
Ivan Savenko 2023-03-05 17:29:49 +02:00 committed by GitHub
commit 84fa19dadf
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7 changed files with 46 additions and 14 deletions

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@ -182,7 +182,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
{
auto weakest = getWeakestCreature(resultingArmy);
if(weakest->count == 1)
if(weakest != resultingArmy.end() && weakest->count == 1) //we check iterator validity for playing with settings that allow 0 stacks armies
{
resultingArmy.erase(weakest);
}

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@ -33,7 +33,10 @@
"ATTACK_POINT_DMG_MULTIPLIER": 0.05, //every 1 attack point damage influence in battle when attack points > defense points during creature attack
"ATTACK_POINTS_DMG_MULTIPLIER_CAP": 4.0, //limit of damage increase that can be achieved by overpowering attack points
"DEFENSE_POINT_DMG_MULTIPLIER": 0.025, //every 1 defense point damage influence in battle when defense points > attack points during creature attack
"DEFENSE_POINTS_DMG_MULTIPLIER_CAP": 0.7 //limit of damage reduction that can be achieved by overpowering defense points
"DEFENSE_POINTS_DMG_MULTIPLIER_CAP": 0.7, //limit of damage reduction that can be achieved by overpowering defense points
//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
"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
"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
},
"modules":
{

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@ -1722,10 +1722,16 @@ void CGameState::initTowns()
if(vti->tempOwner != PlayerColor::NEUTRAL)
vti->builtBuildings.insert(BuildingID::TAVERN);
vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
if(getRandomGenerator().nextInt(1) == 1)
auto definesBuildingsChances = VLC->modh->settings.DEFAULT_BUILDING_SET_DWELLING_CHANCES;
BuildingID basicDwellings[] = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
for(int i = 0; i < definesBuildingsChances.size(); i++)
{
vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
{
vti->builtBuildings.insert(basicDwellings[i]);
}
}
}

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@ -767,6 +767,14 @@ void CModHandler::loadConfigFromFile (std::string name)
settings.DEFENSE_POINTS_DMG_MULTIPLIER_CAP = hardcodedFeatures["DEFENSE_POINTS_DMG_MULTIPLIER_CAP"].Float();
logMod->debug("\tDEFENSE_POINTS_DMG_MULTIPLIER_CAP\t%f", settings.DEFENSE_POINTS_DMG_MULTIPLIER_CAP);
settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES = hardcodedFeatures["HERO_STARTING_ARMY_STACKS_COUNT_CHANCES"].convertTo<std::vector<int32_t>>();
for (auto const & entry : settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES)
logMod->debug("\tHERO_STARTING_ARMY_STACKS_COUNT_CHANCES\t%d", entry);
settings.DEFAULT_BUILDING_SET_DWELLING_CHANCES = hardcodedFeatures["DEFAULT_BUILDING_SET_DWELLING_CHANCES"].convertTo<std::vector<int32_t>>();
for (auto const & entry : settings.DEFAULT_BUILDING_SET_DWELLING_CHANCES)
logMod->debug("\tDEFAULT_BUILDING_SET_DWELLING_CHANCES\t%d", entry);
const JsonNode & gameModules = settings.data["modules"];
modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool();
logMod->debug("\tSTACK_EXP\t%d", static_cast<int>(modules.STACK_EXP));

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@ -363,6 +363,8 @@ public:
double ATTACK_POINTS_DMG_MULTIPLIER_CAP;
double DEFENSE_POINT_DMG_MULTIPLIER;
double DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
std::vector<int32_t> HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
std::vector<int32_t> DEFAULT_BUILDING_SET_DWELLING_CHANCES;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -382,6 +384,11 @@ public:
h & ATTACK_POINTS_DMG_MULTIPLIER_CAP;
h & DEFENSE_POINT_DMG_MULTIPLIER;
h & DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
if(version >= 815)
{
h & HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
h & DEFAULT_BUILDING_SET_DWELLING_CHANCES;
}
}
} settings;

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@ -345,16 +345,24 @@ void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
if(!dst)
dst = this;
int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
int pom = rand.nextInt(99);
int warMachinesGiven = 0;
if(pom < 9)
howManyStacks = 1;
else if(pom < 79)
howManyStacks = 2;
else
howManyStacks = 3;
std::vector<int32_t> stacksCountChances = VLC->modh->settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
const int zeroStacksAllowingValue = -1;
bool allowZeroStacksArmy = !stacksCountChances.empty() && stacksCountChances.back() == zeroStacksAllowingValue;
if(allowZeroStacksArmy)
stacksCountChances.pop_back();
int stacksCountInitRandomNumber = rand.nextInt(1, 100);
auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
if(stacksCountElementIndex == -1)
stacksCountElementIndex = stacksCountChances.size();
int howManyStacks = stacksCountElementIndex;
if(!allowZeroStacksArmy)
howManyStacks++;
vstd::amin(howManyStacks, type->initialArmy.size());

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@ -14,7 +14,7 @@
VCMI_LIB_NAMESPACE_BEGIN
const ui32 SERIALIZATION_VERSION = 814;
const ui32 SERIALIZATION_VERSION = 815;
const ui32 MINIMAL_SERIALIZATION_VERSION = 813;
const std::string SAVEGAME_MAGIC = "VCMISVG";