Enabled Monte Carlo simulation mode by default

This commit is contained in:
Jyrki Vesterinen 2016-07-21 20:41:04 +03:00
parent 1bf58b83f4
commit 0e7305017e
4 changed files with 12 additions and 18 deletions

View file

@ -50,14 +50,11 @@ Version 1.13.4+dev:
command line (i.e. messages appear in the console)
* Fix bug #24762: Editor actions are out of sync after resizing.
* Performance:
* Added an advanced preference (Preferences -> Advanced ->
Allow damage calculation with Monte Carlo simulation) that, when enabled,
allows the damage calculation to operate by simulating a few thousand fights
instead of calculating exact probabilities of each outcome (when a heuristic
determines that it's probably faster). This method is inexact, but in very
complex battles (extremely high HP, drain, slow, berserk, etc.) it's
significantly faster than the default damage calculation method, and may be
necessary for acceptable performance.
* When a heuristic determines that it's probably faster, the game predicts battle
outcome by simulating a few thousand fights instead of calculating exact
probabilities. This method is inexact, but in very complex battles (extremely
high HP, drain, slow, berserk, etc.) it's significantly faster than the default
damage calculation method.
* WML engine:
* Add color= attribute to [message].
* Add [else], search_recall_list=, auto_recall= to [role]

View file

@ -193,7 +193,7 @@
name= _ "Allow damage calculation with Monte Carlo simulation"
description= _ "Allow the damage calculation window to simulate fights instead of using exact probability calculations"
type=boolean
default=no
default=yes
[/advanced_preference]
#ifdef __UNUSED__

View file

@ -33,14 +33,11 @@ Version 1.13.4+dev:
when checked, only allows registered users to join the game
* Performance:
* Added an advanced preference (Preferences -> Advanced ->
Allow damage calculation with Monte Carlo simulation) that, when enabled,
allows the damage calculation to operate by simulating a few thousand fights
instead of calculating exact probabilities of each outcome (when a heuristic
determines that it's probably faster). This method is inexact, but in very
complex battles (extremely high HP, drain, slow, berserk, etc.) it's
significantly faster than the default damage calculation method, and may be
necessary for acceptable performance.
* When a heuristic determines that it's probably faster, the game predicts battle
outcome by simulating a few thousand fights instead of calculating exact
probabilities. This method is inexact, but in very complex battles (extremely
high HP, drain, slow, berserk, etc.) it's significantly faster than the default
damage calculation method.
Version 1.13.4:
* Language and i18n:

View file

@ -1043,7 +1043,7 @@ void set_disable_loadingscreen_animation(bool value)
bool damage_prediction_allow_monte_carlo_simulation()
{
return get("damage_prediction_allow_monte_carlo_simulation", false);
return get("damage_prediction_allow_monte_carlo_simulation", true);
}
void set_damage_prediction_allow_monte_carlo_simulation(bool value)