Do minor changes to recruitment CA.
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50bb487e31
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db51c3fbbe
1 changed files with 3 additions and 10 deletions
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@ -727,7 +727,7 @@ void recruitment::show_important_hexes() const {
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resources::screen->labels().clear_all();
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BOOST_FOREACH(const map_location& loc, important_hexes_) {
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// Little hack: use map_location north from loc and make 2 linebreaks to center the dot
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resources::screen->labels().set_label(loc.get_direction(map_location::NORTH), "\n\n\u2B24");
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resources::screen->labels().set_label(loc.get_direction(map_location::NORTH), "\n\nX");
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}
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}
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@ -891,11 +891,11 @@ double recruitment::compare_unit_types(const std::string& a, const std::string&
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// There are rare cases where a unit deals 0 damage (eg. Elvish Lady).
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// Then we just set the value to something reasonable.
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if (damage_to_a <= 0 && damage_to_b <= 0) {
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retval = 1.;
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retval = 0.;
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} else if (damage_to_a <= 0) {
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retval = 2.;
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} else if (damage_to_b <= 0) {
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retval = 0.5;
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retval = -2.;
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} else {
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// Normal case
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double value_of_a = damage_to_b / (b_max_hp * a_cost);
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@ -971,18 +971,11 @@ void recruitment::do_combat_analysis(std::vector<data>* leader_data) {
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BOOST_FOREACH(const unit_hp_vector::value_type& entry, enemy_units) {
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const std::string& enemy_unit = entry.first;
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int enemy_unit_hp = entry.second;
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std::string best_response;
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double best_response_score = -99999.;
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BOOST_FOREACH(const std::string& recruit, leader.recruits) {
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double score = compare_unit_types(recruit, enemy_unit);
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score *= enemy_unit_hp;
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score = pow(score, COMBAT_SCORE_POWER);
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temp_scores[recruit] += score;
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if (score > best_response_score) {
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best_response_score = score;
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best_response = recruit;
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}
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}
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}
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