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Merge pull request #1547 from dydzio0614/game-start-unrandomization
Hardcoded features for HotA-like starting conditions
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commit
84fa19dadf
@ -182,7 +182,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
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{
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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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resultingArmy.erase(weakest);
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}
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@ -33,7 +33,10 @@
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"ATTACK_POINT_DMG_MULTIPLIER": 0.05, //every 1 attack point damage influence in battle when attack points > defense points during creature attack
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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_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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//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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},
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"modules":
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{
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@ -1722,10 +1722,16 @@ void CGameState::initTowns()
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if(vti->tempOwner != PlayerColor::NEUTRAL)
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vti->builtBuildings.insert(BuildingID::TAVERN);
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vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
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if(getRandomGenerator().nextInt(1) == 1)
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auto definesBuildingsChances = VLC->modh->settings.DEFAULT_BUILDING_SET_DWELLING_CHANCES;
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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 };
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for(int i = 0; i < definesBuildingsChances.size(); i++)
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{
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vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
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if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
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{
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vti->builtBuildings.insert(basicDwellings[i]);
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}
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}
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}
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@ -767,6 +767,14 @@ void CModHandler::loadConfigFromFile (std::string name)
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settings.DEFENSE_POINTS_DMG_MULTIPLIER_CAP = hardcodedFeatures["DEFENSE_POINTS_DMG_MULTIPLIER_CAP"].Float();
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logMod->debug("\tDEFENSE_POINTS_DMG_MULTIPLIER_CAP\t%f", settings.DEFENSE_POINTS_DMG_MULTIPLIER_CAP);
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settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES = hardcodedFeatures["HERO_STARTING_ARMY_STACKS_COUNT_CHANCES"].convertTo<std::vector<int32_t>>();
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for (auto const & entry : settings.HERO_STARTING_ARMY_STACKS_COUNT_CHANCES)
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logMod->debug("\tHERO_STARTING_ARMY_STACKS_COUNT_CHANCES\t%d", entry);
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settings.DEFAULT_BUILDING_SET_DWELLING_CHANCES = hardcodedFeatures["DEFAULT_BUILDING_SET_DWELLING_CHANCES"].convertTo<std::vector<int32_t>>();
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for (auto const & entry : settings.DEFAULT_BUILDING_SET_DWELLING_CHANCES)
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logMod->debug("\tDEFAULT_BUILDING_SET_DWELLING_CHANCES\t%d", entry);
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const JsonNode & gameModules = settings.data["modules"];
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modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool();
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logMod->debug("\tSTACK_EXP\t%d", static_cast<int>(modules.STACK_EXP));
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@ -363,6 +363,8 @@ public:
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double ATTACK_POINTS_DMG_MULTIPLIER_CAP;
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double DEFENSE_POINT_DMG_MULTIPLIER;
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double DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
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std::vector<int32_t> HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
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std::vector<int32_t> DEFAULT_BUILDING_SET_DWELLING_CHANCES;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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@ -382,6 +384,11 @@ public:
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h & ATTACK_POINTS_DMG_MULTIPLIER_CAP;
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h & DEFENSE_POINT_DMG_MULTIPLIER;
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h & DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
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if(version >= 815)
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{
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h & HERO_STARTING_ARMY_STACKS_COUNT_CHANCES;
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h & DEFAULT_BUILDING_SET_DWELLING_CHANCES;
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}
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}
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} settings;
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@ -345,16 +345,24 @@ void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
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if(!dst)
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dst = this;
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int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
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int pom = rand.nextInt(99);
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int warMachinesGiven = 0;
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if(pom < 9)
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howManyStacks = 1;
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else if(pom < 79)
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howManyStacks = 2;
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else
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howManyStacks = 3;
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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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auto stacksCountElementIndex = vstd::find_pos_if(stacksCountChances, [stacksCountInitRandomNumber](int element){ return stacksCountInitRandomNumber < element; });
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if(stacksCountElementIndex == -1)
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stacksCountElementIndex = stacksCountChances.size();
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int 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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@ -14,7 +14,7 @@
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VCMI_LIB_NAMESPACE_BEGIN
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const ui32 SERIALIZATION_VERSION = 814;
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const ui32 SERIALIZATION_VERSION = 815;
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const ui32 MINIMAL_SERIALIZATION_VERSION = 813;
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const std::string SAVEGAME_MAGIC = "VCMISVG";
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