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Resolved #6175 - attack randomness is turn and tile based to avoid save-scumming
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@ -295,7 +295,7 @@ object BattleDamage {
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attacker,
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defender
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)
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return (damageModifier(ratio, true) * getHealthDependantDamageRatio(defender)).roundToInt()
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return (damageModifier(ratio, true, attacker) * getHealthDependantDamageRatio(defender)).roundToInt()
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}
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fun calculateDamageToDefender(
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@ -309,17 +309,22 @@ object BattleDamage {
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defender
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)
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if (defender.isCivilian()) return 40
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return (damageModifier(ratio, false) * getHealthDependantDamageRatio(attacker)).roundToInt()
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return (damageModifier(ratio, false, attacker) * getHealthDependantDamageRatio(attacker)).roundToInt()
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}
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private fun damageModifier(attackerToDefenderRatio: Float, damageToAttacker: Boolean): Float {
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private fun damageModifier(
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attackerToDefenderRatio: Float,
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damageToAttacker: Boolean,
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attacker: ICombatant // for the randomness
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): Float {
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// https://forums.civfanatics.com/threads/getting-the-combat-damage-math.646582/#post-15468029
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val strongerToWeakerRatio =
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attackerToDefenderRatio.pow(if (attackerToDefenderRatio < 1) -1 else 1)
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var ratioModifier = (((strongerToWeakerRatio + 3) / 4).pow(4) + 1) / 2
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if (damageToAttacker && attackerToDefenderRatio > 1 || !damageToAttacker && attackerToDefenderRatio < 1) // damage ratio from the weaker party is inverted
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ratioModifier = ratioModifier.pow(-1)
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val randomCenteredAround30 = 24 + 12 * Random().nextFloat()
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val randomSeed = attacker.getCivInfo().gameInfo.turns * attacker.getTile().position.hashCode() // so people don't save-scum to get optimal results
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val randomCenteredAround30 = 24 + 12 * Random(randomSeed.toLong()).nextFloat()
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return randomCenteredAround30 * ratioModifier
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}
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}
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