1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-21 00:19:29 +02:00

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

@ -232,18 +232,18 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
auto morale = slot.second->moraleVal();
auto multiplier = 1.0f;
const auto & badMoraleDice = cb->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
const auto & highMoraleDice = cb->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
const auto & badMoraleDice = cb->getSettings().getDiceVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
const auto & highMoraleDice = cb->getSettings().getDiceVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
if(morale < 0 && !badMoraleDice.empty())
{
size_t diceIndex = std::min<size_t>(badMoraleDice.size(), -morale) - 1;
multiplier -= 1.0 / badMoraleDice.at(diceIndex);
multiplier -= 1.0 / badMoraleDice.at(diceIndex).second * badMoraleDice.at(diceIndex).first;
}
else if(morale > 0 && !highMoraleDice.empty())
{
size_t diceIndex = std::min<size_t>(highMoraleDice.size(), morale) - 1;
multiplier += 1.0 / highMoraleDice.at(diceIndex);
multiplier += 1.0 / highMoraleDice.at(diceIndex).second * highMoraleDice.at(diceIndex).first;
}
newValue += multiplier * slot.second->getPower();

View File

@ -71,8 +71,8 @@ int AFactionMember::getMaxDamage(bool ranged) const
int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
{
int32_t maxGoodMorale = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
int32_t maxBadMorale = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
int32_t maxGoodMorale = LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_GOOD_MORALE_DICE).size();
int32_t maxBadMorale = - (int32_t) LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_BAD_MORALE_DICE).size();
if(getBonusBearer()->hasBonusOfType(BonusType::MAX_MORALE))
{
@ -100,8 +100,8 @@ int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
int AFactionMember::luckValAndBonusList(TConstBonusListPtr & bonusList) const
{
int32_t maxGoodLuck = LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
int32_t maxBadLuck = - (int32_t) LIBRARY->engineSettings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
int32_t maxGoodLuck = LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_GOOD_LUCK_DICE).size();
int32_t maxBadLuck = - (int32_t) LIBRARY->engineSettings()->getDiceVector(EGameSettings::COMBAT_BAD_LUCK_DICE).size();
if(getBonusBearer()->hasBonusOfType(BonusType::MAX_LUCK))
{

View File

@ -33,6 +33,26 @@ std::vector<int> IGameSettings::getVector(EGameSettings option) const
return getValue(option).convertTo<std::vector<int>>();
}
std::vector<std::pair<int, int> > IGameSettings::getDiceVector(EGameSettings option) const
{
const JsonVector & diceVector = getValue(option).Vector();
std::vector<std::pair<int, int> > result;
for (auto& jsonNode : diceVector)
{
if (jsonNode.isVector())
{
std::vector<int> oneDice = jsonNode.convertTo<std::vector<int>>();
result.push_back(std::make_pair(oneDice[0], oneDice[1]));
}
else
{
int denominator = jsonNode.Integer();
result.push_back(std::make_pair(1, denominator));
}
}
return result;
}
int IGameSettings::getVectorValue(EGameSettings option, size_t index) const
{
return getValue(option)[index].Integer();

View File

@ -106,6 +106,7 @@ public:
int64_t getInteger(EGameSettings option) const;
double getDouble(EGameSettings option) const;
std::vector<int> getVector(EGameSettings option) const;
std::vector<std::pair<int, int> > getDiceVector(EGameSettings option) const;
int getVectorValue(EGameSettings option, size_t index) const;
};

View File

@ -940,19 +940,19 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
if(attackerLuck > 0)
{
auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size(), attackerLuck) - 1; // array index, so 0-indexed
auto diceVector = gameHandler->getSettings().getDiceVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
size_t diceIndex = std::min<size_t>(diceVector.size(), attackerLuck) - 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)
bat.flags |= BattleAttack::LUCKY;
}
if(attackerLuck < 0)
{
auto diceSize = gameHandler->getSettings().getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size(), -attackerLuck) - 1; // array index, so 0-indexed
auto diceVector = gameHandler->getSettings().getDiceVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
size_t diceIndex = std::min<size_t>(diceVector.size(), -attackerLuck) - 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)
bat.flags |= BattleAttack::UNLUCKY;
}

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();