mirror of
https://github.com/yairm210/Unciv.git
synced 2025-09-27 05:46:43 -04:00
Damage in battle table is now the average damage done (#6176)
* Damage in battle table is now the average damage done * Trailing comma's * Fixed typo
This commit is contained in:
parent
402a9ba825
commit
a8be359ed2
@ -286,7 +286,8 @@ object BattleDamage {
|
|||||||
fun calculateDamageToAttacker(
|
fun calculateDamageToAttacker(
|
||||||
attacker: ICombatant,
|
attacker: ICombatant,
|
||||||
tileToAttackFrom: TileInfo?,
|
tileToAttackFrom: TileInfo?,
|
||||||
defender: ICombatant
|
defender: ICombatant,
|
||||||
|
ignoreRandomness: Boolean = false,
|
||||||
): Int {
|
): Int {
|
||||||
if (attacker.isRanged()) return 0
|
if (attacker.isRanged()) return 0
|
||||||
if (defender.isCivilian()) return 0
|
if (defender.isCivilian()) return 0
|
||||||
@ -295,13 +296,14 @@ object BattleDamage {
|
|||||||
attacker,
|
attacker,
|
||||||
defender
|
defender
|
||||||
)
|
)
|
||||||
return (damageModifier(ratio, true, attacker) * getHealthDependantDamageRatio(defender)).roundToInt()
|
return (damageModifier(ratio, true, attacker, ignoreRandomness) * getHealthDependantDamageRatio(defender)).roundToInt()
|
||||||
}
|
}
|
||||||
|
|
||||||
fun calculateDamageToDefender(
|
fun calculateDamageToDefender(
|
||||||
attacker: ICombatant,
|
attacker: ICombatant,
|
||||||
tileToAttackFrom: TileInfo?,
|
tileToAttackFrom: TileInfo?,
|
||||||
defender: ICombatant
|
defender: ICombatant,
|
||||||
|
ignoreRandomness: Boolean = false,
|
||||||
): Int {
|
): Int {
|
||||||
val ratio =
|
val ratio =
|
||||||
getAttackingStrength(attacker, defender) / getDefendingStrength(
|
getAttackingStrength(attacker, defender) / getDefendingStrength(
|
||||||
@ -309,13 +311,14 @@ object BattleDamage {
|
|||||||
defender
|
defender
|
||||||
)
|
)
|
||||||
if (defender.isCivilian()) return 40
|
if (defender.isCivilian()) return 40
|
||||||
return (damageModifier(ratio, false, attacker) * getHealthDependantDamageRatio(attacker)).roundToInt()
|
return (damageModifier(ratio, false, attacker, ignoreRandomness) * getHealthDependantDamageRatio(attacker)).roundToInt()
|
||||||
}
|
}
|
||||||
|
|
||||||
private fun damageModifier(
|
private fun damageModifier(
|
||||||
attackerToDefenderRatio: Float,
|
attackerToDefenderRatio: Float,
|
||||||
damageToAttacker: Boolean,
|
damageToAttacker: Boolean,
|
||||||
attacker: ICombatant // for the randomness
|
attacker: ICombatant, // for the randomness
|
||||||
|
ignoreRandomness: Boolean = false,
|
||||||
): Float {
|
): Float {
|
||||||
// https://forums.civfanatics.com/threads/getting-the-combat-damage-math.646582/#post-15468029
|
// https://forums.civfanatics.com/threads/getting-the-combat-damage-math.646582/#post-15468029
|
||||||
val strongerToWeakerRatio =
|
val strongerToWeakerRatio =
|
||||||
@ -324,7 +327,9 @@ object BattleDamage {
|
|||||||
if (damageToAttacker && attackerToDefenderRatio > 1 || !damageToAttacker && attackerToDefenderRatio < 1) // damage ratio from the weaker party is inverted
|
if (damageToAttacker && attackerToDefenderRatio > 1 || !damageToAttacker && attackerToDefenderRatio < 1) // damage ratio from the weaker party is inverted
|
||||||
ratioModifier = ratioModifier.pow(-1)
|
ratioModifier = ratioModifier.pow(-1)
|
||||||
val randomSeed = attacker.getCivInfo().gameInfo.turns * attacker.getTile().position.hashCode() // so people don't save-scum to get optimal results
|
val randomSeed = attacker.getCivInfo().gameInfo.turns * attacker.getTile().position.hashCode() // so people don't save-scum to get optimal results
|
||||||
val randomCenteredAround30 = 24 + 12 * Random(randomSeed.toLong()).nextFloat()
|
val randomCenteredAround30 = 24 +
|
||||||
|
if (ignoreRandomness) 6f
|
||||||
|
else 12 * Random(randomSeed.toLong()).nextFloat()
|
||||||
return randomCenteredAround30 * ratioModifier
|
return randomCenteredAround30 * ratioModifier
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -171,8 +171,8 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
|
|||||||
row()
|
row()
|
||||||
}
|
}
|
||||||
|
|
||||||
var damageToDefender = BattleDamage.calculateDamageToDefender(attacker,null,defender)
|
var damageToDefender = BattleDamage.calculateDamageToDefender(attacker, null, defender, true)
|
||||||
var damageToAttacker = BattleDamage.calculateDamageToAttacker(attacker,null,defender)
|
var damageToAttacker = BattleDamage.calculateDamageToAttacker(attacker, null, defender, true)
|
||||||
|
|
||||||
|
|
||||||
if (damageToAttacker>attacker.getHealth() && damageToDefender>defender.getHealth()) // when damage exceeds health, we don't want to show negative health numbers
|
if (damageToAttacker>attacker.getHealth() && damageToDefender>defender.getHealth()) // when damage exceeds health, we don't want to show negative health numbers
|
||||||
|
Loading…
x
Reference in New Issue
Block a user