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update
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c7ac39c54e
@ -1557,7 +1557,7 @@
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French:"Entretien des transports"
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Romanian:"Întreținere trasporturi"
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Spanish:"Mantenimiento de transporte"
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Simplified_Chinese:"道(铁)路维护"
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Simplified_Chinese:"道(铁)路维护费"
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Portuguese:"Manutenção de transporte"
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German:"Unterhalt für Transport"
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}
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@ -200,7 +200,8 @@ class BattleDamage{
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}
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private fun getHealthDependantDamageRatio(combatant: ICombatant): Float {
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return if(combatant.getCivInfo().nation.unique == "Units fight as though they were at full strength even when damaged" && !combatant.getUnitType().isAirUnit())
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return if(combatant.getUnitType() == UnitType.City
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|| combatant.getCivInfo().nation.unique == "Units fight as though they were at full strength even when damaged" && !combatant.getUnitType().isAirUnit())
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1f
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else 1 - (100 - combatant.getHealth()) / 300f// Each 3 points of health reduces damage dealt by 1% like original game
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}
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@ -228,12 +229,12 @@ class BattleDamage{
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if(attacker.isRanged()) return 0
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if(defender.getUnitType().isCivilian()) return 0
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val ratio = getAttackingStrength(attacker,defender) / getDefendingStrength(attacker,defender)
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return (damageModifier(ratio, true) * (if(defender.getUnitType() == UnitType.City) 1.00f else getHealthDependantDamageRatio(defender))).roundToInt()
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return (damageModifier(ratio, true) * getHealthDependantDamageRatio(defender)).roundToInt()
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}
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fun calculateDamageToDefender(attacker: ICombatant, defender: ICombatant): Int {
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val ratio = getAttackingStrength(attacker,defender) / getDefendingStrength(attacker,defender)
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return (damageModifier(ratio,false) * (if(attacker.getUnitType() == UnitType.City) 0.75f else getHealthDependantDamageRatio(attacker))).roundToInt()
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return (damageModifier(ratio,false) * getHealthDependantDamageRatio(attacker)).roundToInt()
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}
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fun damageModifier(attackerToDefenderRatio:Float, damageToAttacker:Boolean): Float {
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@ -27,7 +27,7 @@ class CityCombatant(val city: CityInfo) : ICombatant {
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}
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override fun getUnitType(): UnitType = UnitType.City
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override fun getAttackingStrength(): Int = getCityStrength() //If we don't need to multiply by a modifier number (0.75) in Damage Calculations, getCityStrength() should multiply by 1/(x^i+0.5) (x = CityStrength / DefendUnitStrength, i = if(x>1) 1 else -1).
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override fun getAttackingStrength(): Int = (getCityStrength() * 0.75).roundToInt()
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override fun getDefendingStrength(): Int{
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if(isDefeated()) return 1
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return getCityStrength()
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