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https://github.com/yairm210/Unciv.git
synced 2025-01-07 14:02:48 +07:00
Damage calculations are now according to extrapolated Civ V rules
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parent
a230676325
commit
9625a12ba2
@ -21,7 +21,7 @@ android {
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applicationId "com.unciv.game"
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minSdkVersion 14
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targetSdkVersion 26
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versionCode 48
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versionCode 49
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versionName "2.1.0"
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}
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buildTypes {
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@ -7,24 +7,28 @@ import com.unciv.logic.map.UnitType
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import java.util.*
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import kotlin.collections.HashMap
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/**
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* Damage calculations according to civ v wiki and https://steamcommunity.com/sharedfiles/filedetails/?id=170194443
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*/
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class Battle(val gameInfo:GameInfo) {
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fun getGeneralModifiers(combatant:ICombatant,enemy:ICombatant): HashMap<String, Float> {
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val modifiers = HashMap<String,Float>()
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if(combatant is MapUnitCombatant){
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fun getGeneralModifiers(combatant: ICombatant, enemy: ICombatant): HashMap<String, Float> {
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val modifiers = HashMap<String, Float>()
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if (combatant is MapUnitCombatant) {
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val uniques = combatant.unit.getBaseUnit().uniques
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if(uniques!=null) {
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if (uniques != null) {
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// This beut allows us to have generic unit uniques: "Bonus vs City 75%", "Penatly vs Mounted 25%" etc.
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for (unique in uniques){
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for (unique in uniques) {
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val regexResult = Regex("""(Bonus|Penalty) vs (\S*) (\d*)%""").matchEntire(unique)
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if(regexResult==null) continue
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if (regexResult == null) continue
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val vsType = UnitType.valueOf(regexResult.groups[2]!!.value)
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val modificationAmount = regexResult.groups[3]!!.value.toFloat()/100 // if it says 15%, that's 0.15f in modification
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if(enemy.getUnitType() == vsType){
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if(regexResult.groups[1]!!.value=="Bonus")
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modifiers.put("Bonus vs $vsType",modificationAmount)
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else modifiers.put("Penalty vs $vsType",-modificationAmount)
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val modificationAmount = regexResult.groups[3]!!.value.toFloat() / 100 // if it says 15%, that's 0.15f in modification
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if (enemy.getUnitType() == vsType) {
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if (regexResult.groups[1]!!.value == "Bonus")
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modifiers.put("Bonus vs $vsType", modificationAmount)
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else modifiers.put("Penalty vs $vsType", -modificationAmount)
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}
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}
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}
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@ -33,35 +37,41 @@ class Battle(val gameInfo:GameInfo) {
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}
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fun getAttackModifiers(attacker: ICombatant, defender: ICombatant): HashMap<String, Float> {
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val modifiers = getGeneralModifiers(attacker,defender)
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if(attacker.isMelee()) {
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val modifiers = getGeneralModifiers(attacker, defender)
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if (attacker.isMelee()) {
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val numberOfAttackersSurroundingDefender = defender.getTile().neighbors.count {
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it.unit != null
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&& it.unit!!.owner == attacker.getCivilization().civName
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&& MapUnitCombatant(it.unit!!).isMelee()
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}
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if(numberOfAttackersSurroundingDefender >1) modifiers["Flanking"] = 0.15f
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if (numberOfAttackersSurroundingDefender > 1) modifiers["Flanking"] = 0.15f
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}
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return modifiers
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}
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fun getDefenceModifiers(attacker: ICombatant, defender: ICombatant): HashMap<String, Float> {
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val modifiers = getGeneralModifiers(defender,attacker)
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if(!(defender is MapUnitCombatant && defender.unit.getBaseUnit().hasUnique("No defensive terrain bonus"))){
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val modifiers = getGeneralModifiers(defender, attacker)
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if (!(defender is MapUnitCombatant && defender.unit.getBaseUnit().hasUnique("No defensive terrain bonus"))) {
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val tileDefenceBonus = defender.getTile().getDefensiveBonus()
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if (tileDefenceBonus > 0) modifiers["Terrain"] = tileDefenceBonus
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}
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return modifiers
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}
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fun modifiersToMultiplicationBonus(modifiers:HashMap<String,Float> ):Float{
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fun modifiersToMultiplicationBonus(modifiers: HashMap<String, Float>): Float {
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// modifiers are like 0.1 for a 10% bonus, -0.1 for a 10% loss
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var modifier = 1f
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for(m in modifiers.values) modifier *= (1+m)
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for (m in modifiers.values) modifier *= (1 + m)
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return modifier
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}
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fun getHealthDependantDamageRatio(combatant: ICombatant): Float {
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if (combatant.getUnitType() == UnitType.City) return 1f;
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return 1 / 2f + combatant.getHealth() / 200f // Each point of health reduces damage dealt by 0.5%
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}
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/**
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* Includes attack modifiers
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*/
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@ -81,11 +91,13 @@ class Battle(val gameInfo:GameInfo) {
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fun calculateDamageToAttacker(attacker: ICombatant, defender: ICombatant): Int {
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if(attacker.isRanged()) return 0
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return (getDefendingStrength(attacker,defender) * 50 / getAttackingStrength(attacker,defender)).toInt()
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val ratio = getDefendingStrength(attacker,defender) / getAttackingStrength(attacker,defender)
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return (ratio * 30 * getHealthDependantDamageRatio(defender)).toInt()
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}
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fun calculateDamageToDefender(attacker: ICombatant, defender: ICombatant): Int {
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return (getAttackingStrength(attacker, defender)*50/ getDefendingStrength(attacker,defender)).toInt()
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val ratio = getAttackingStrength(attacker,defender) / getDefendingStrength(attacker,defender)
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return (ratio * 30 * getHealthDependantDamageRatio(attacker)).toInt()
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}
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fun attack(attacker: ICombatant, defender: ICombatant) {
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@ -39,6 +39,7 @@ class CivStatsTable(val screen: WorldScreen) : Table() {
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resourceLabels.put(resource.name, resourceLabel)
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resourceTable.add(resourceLabel)
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}
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resourceTable.pack()
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add(resourceTable).row()
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@ -50,11 +51,12 @@ class CivStatsTable(val screen: WorldScreen) : Table() {
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statsTable.add(scienceLabel.apply { setAlignment(Align.center) })
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statsTable.add(happinessLabel.apply { setAlignment(Align.center) })
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statsTable.add(cultureLabel.apply { setAlignment(Align.center) })
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add(statsTable)
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statsTable.pack()
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statsTable.width = screen.stage.width - 20
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add(statsTable)
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pack()
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width = screen.stage.width - 20
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statsTable.width = width
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}
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internal fun getMenuButton(): TextButton {
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