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https://github.com/vcmi/vcmi.git
synced 2025-06-23 00:28:08 +02:00
support setting dice molecule for rolling morale and luck
This commit is contained in:
@ -232,18 +232,18 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
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auto morale = slot.second->moraleVal();
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auto morale = slot.second->moraleVal();
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auto multiplier = 1.0f;
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auto multiplier = 1.0f;
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const auto & badMoraleDice = cb->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
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const auto & badMoraleDice = cb->getSettings().getDiceVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
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const auto & highMoraleDice = cb->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
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const auto & highMoraleDice = cb->getSettings().getDiceVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
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if(morale < 0 && !badMoraleDice.empty())
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if(morale < 0 && !badMoraleDice.empty())
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{
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{
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size_t diceIndex = std::min<size_t>(badMoraleDice.size(), -morale) - 1;
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size_t diceIndex = std::min<size_t>(badMoraleDice.size(), -morale) - 1;
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multiplier -= 1.0 / badMoraleDice.at(diceIndex);
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multiplier -= 1.0 / badMoraleDice.at(diceIndex).second * badMoraleDice.at(diceIndex).first;
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}
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}
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else if(morale > 0 && !highMoraleDice.empty())
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else if(morale > 0 && !highMoraleDice.empty())
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{
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{
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size_t diceIndex = std::min<size_t>(highMoraleDice.size(), morale) - 1;
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size_t diceIndex = std::min<size_t>(highMoraleDice.size(), morale) - 1;
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multiplier += 1.0 / highMoraleDice.at(diceIndex);
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multiplier += 1.0 / highMoraleDice.at(diceIndex).second * highMoraleDice.at(diceIndex).first;
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}
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}
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newValue += multiplier * slot.second->getPower();
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newValue += multiplier * slot.second->getPower();
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@ -71,8 +71,8 @@ int AFactionMember::getMaxDamage(bool ranged) const
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int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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{
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int32_t maxGoodMorale = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
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int32_t maxGoodMorale = LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
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int32_t maxBadMorale = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
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int32_t maxBadMorale = - (int32_t) LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
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if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
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if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
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{
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{
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@ -100,8 +100,8 @@ int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
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int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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{
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int32_t maxGoodLuck = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
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int32_t maxGoodLuck = LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
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int32_t maxBadLuck = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
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int32_t maxBadLuck = - (int32_t) LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
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if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
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if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
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{
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{
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@ -33,6 +33,26 @@ std::vector<int> IGameSettings::getVector(EGameSettings option) const
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return getValue(option).convertTo<std::vector<int>>();
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return getValue(option).convertTo<std::vector<int>>();
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}
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}
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std::vector<std::pair<int, int> > IGameSettings::getDiceVector(EGameSettings option) const
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{
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const JsonVector & diceVector = getValue(option).Vector();
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std::vector<std::pair<int, int> > result;
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for (auto& jsonNode : diceVector)
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{
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if (jsonNode.isVector())
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{
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std::vector<int> oneDice = jsonNode.convertTo<std::vector<int>>();
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result.push_back(std::make_pair(oneDice[0], oneDice[1]));
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}
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else
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{
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int denominator = jsonNode.Integer();
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result.push_back(std::make_pair(1, denominator));
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}
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}
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return result;
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}
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int IGameSettings::getVectorValue(EGameSettings option, size_t index) const
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int IGameSettings::getVectorValue(EGameSettings option, size_t index) const
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{
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{
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return getValue(option)[index].Integer();
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return getValue(option)[index].Integer();
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@ -106,6 +106,7 @@ public:
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int64_t getInteger(EGameSettings option) const;
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int64_t getInteger(EGameSettings option) const;
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double getDouble(EGameSettings option) const;
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double getDouble(EGameSettings option) const;
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std::vector<int> getVector(EGameSettings option) const;
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std::vector<int> getVector(EGameSettings option) const;
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std::vector<std::pair<int, int> > getDiceVector(EGameSettings option) const;
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int getVectorValue(EGameSettings option, size_t index) const;
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int getVectorValue(EGameSettings option, size_t index) const;
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};
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};
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@ -940,19 +940,19 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
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if(attackerLuck > 0)
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if(attackerLuck > 0)
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{
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{
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auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
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auto diceVector = gameHandler->getSettings().getDiceVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
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size_t diceIndex = std::min<size_t>(diceSize.size(), attackerLuck) - 1; // array index, so 0-indexed
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size_t diceIndex = std::min<size_t>(diceVector.size(), attackerLuck) - 1; // array index, so 0-indexed
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if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
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if(diceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceVector[diceIndex].second) <= diceVector[diceIndex].first)
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bat.flags |= BattleAttack::LUCKY;
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bat.flags |= BattleAttack::LUCKY;
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}
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}
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if(attackerLuck < 0)
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if(attackerLuck < 0)
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{
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{
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auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
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auto diceVector = gameHandler->getSettings().getDiceVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
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size_t diceIndex = std::min<size_t>(diceSize.size(), -attackerLuck) - 1; // array index, so 0-indexed
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size_t diceIndex = std::min<size_t>(diceVector.size(), -attackerLuck) - 1; // array index, so 0-indexed
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if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
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if(diceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceVector[diceIndex].second) <= diceVector[diceIndex].first)
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bat.flags |= BattleAttack::UNLUCKY;
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bat.flags |= BattleAttack::UNLUCKY;
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}
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}
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@ -347,10 +347,10 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
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int nextStackMorale = next->moraleVal();
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int nextStackMorale = next->moraleVal();
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if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
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if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
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{
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{
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auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
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auto diceVector = gameHandler->getSettings().getDiceVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
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size_t diceIndex = std::min<size_t>(diceSize.size(), -nextStackMorale) - 1; // array index, so 0-indexed
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size_t diceIndex = std::min<size_t>(diceVector.size(), -nextStackMorale) - 1; // array index, so 0-indexed
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if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
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if(diceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceVector[diceIndex].second) <= diceVector[diceIndex].first)
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{
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{
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//unit loses its turn - empty freeze action
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//unit loses its turn - empty freeze action
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BattleAction ba;
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BattleAction ba;
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@ -526,10 +526,10 @@ bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, con
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&& next->canMove()
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&& next->canMove()
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&& nextStackMorale > 0)
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&& nextStackMorale > 0)
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{
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{
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auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
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auto diceVector = gameHandler->getSettings().getDiceVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
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size_t diceIndex = std::min<size_t>(diceSize.size(), nextStackMorale) - 1; // array index, so 0-indexed
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size_t diceIndex = std::min<size_t>(diceVector.size(), nextStackMorale) - 1; // array index, so 0-indexed
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if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
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if(diceVector.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceVector[diceIndex].second) <= diceVector[diceIndex].first)
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{
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{
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BattleTriggerEffect bte;
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BattleTriggerEffect bte;
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bte.battleID = battle.getBattle()->getBattleID();
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bte.battleID = battle.getBattle()->getBattleID();
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