forked from github/server
slightly improved monster code
change normalvariate to more efficient dice based method try harder to learn a useful skill
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1 changed files with 4 additions and 3 deletions
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@ -399,10 +399,10 @@ static int dragon_affinity_value(region * r, unit * u)
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int m = all_money(r, u->faction);
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if (u_race(u) == get_race(RC_FIREDRAGON)) {
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return (int)(normalvariate(m, m / 2));
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return dice(6, m / 6);
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}
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else {
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return (int)(normalvariate(m, m / 4));
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return dice(4, m / 8);
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}
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}
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@ -745,9 +745,10 @@ static order *plan_dragon(unit * u)
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}
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}
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if (long_order == NULL) {
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int attempts = 0;
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skill_t sk = SK_PERCEPTION;
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/* study perception (or a random useful skill) */
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while (!skill_enabled(sk) || u_race(u)->bonus[sk] < -5) {
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while ((!skill_enabled(sk) || (attempts < MAXSKILLS && u_race(u)->bonus[sk] < (++attempts < 10?1:-5 )))) {
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sk = (skill_t)(rng_int() % MAXSKILLS);
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}
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long_order = create_order(K_STUDY, u->faction->locale, "'%s'",
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