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support setting dice molecule for rolling morale and luck

This commit is contained in:
kdmcser
2025-03-16 23:44:38 +08:00
parent daa57f30d5
commit ffb31cc77c
6 changed files with 41 additions and 20 deletions

View File

@@ -347,10 +347,10 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
int nextStackMorale = next->moraleVal();
if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
{
auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size(), -nextStackMorale) - 1; // array index, so 0-indexed
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
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
if(diceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceVector[diceIndex].second) <= diceVector[diceIndex].first)
{
//unit loses its turn - empty freeze action
BattleAction ba;
@@ -526,10 +526,10 @@ bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, con
&& next->canMove()
&& nextStackMorale > 0)
{
auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size(), nextStackMorale) - 1; // array index, so 0-indexed
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
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
if(diceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceVector[diceIndex].second) <= diceVector[diceIndex].first)
{
BattleTriggerEffect bte;
bte.battleID = battle.getBattle()->getBattleID();