forked from github/server
Configurable monster attack chance, default to 40%.
E3 chance to attack is only 10%.
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@ -118,6 +118,7 @@
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<param name="study.speedup" value="0"/>
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<param name="world.era" value="3"/>
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<param name="rules.migrants" value="0"/>
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<param name="rules.monsters.attack_chance" value="0.1"/>
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<param name="rules.transfermen" value="0"/>
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<param name="rules.stealth.faction" value="1"/>
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<param name="rules.stealth.anon_battle" value="0"/>
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2
critbit
2
critbit
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@ -1 +1 @@
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Subproject commit 2a7af5e2347217ea4efcf7fb3f0bc9c2681d1a17
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Subproject commit 2d901a238b98b14204f9118abc5040ff4904052c
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@ -65,9 +65,6 @@ extern "C" {
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#define PLAGUE_HEALCHANCE 0.25F /* Wahrscheinlichkeit Heilung */
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#define PLAGUE_HEALCOST 30 /* Heilkosten */
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/* Chance of a monster attack */
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#define MONSTERATTACK 0.4F
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/* Bewegungsweiten: */
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#define BP_WALKING 4
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#define BP_RIDING 6
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@ -132,6 +132,10 @@ static void reduce_weight(unit * u)
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}
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}
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static float monster_attack_chance(void) {
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return get_param_flt(global.parameters, "rules.monsters.attack_chance", 0.4f);
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}
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static order *monster_attack(unit * u, const unit * target)
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{
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if (u->region != target->region)
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@ -747,7 +751,7 @@ void plan_monsters(faction * f)
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for (r = regions; r; r = r->next) {
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unit *u;
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double attack_chance = MONSTERATTACK;
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double attack_chance = monster_attack_chance();
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bool attacking = false;
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for (u = r->units; u; u = u->next) {
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